10,876 research outputs found
How Much Lookahead is Needed to Win Infinite Games?
Delay games are two-player games of infinite duration in which one player may
delay her moves to obtain a lookahead on her opponent's moves. For
-regular winning conditions it is known that such games can be solved
in doubly-exponential time and that doubly-exponential lookahead is sufficient.
We improve upon both results by giving an exponential time algorithm and an
exponential upper bound on the necessary lookahead. This is complemented by
showing EXPTIME-hardness of the solution problem and tight exponential lower
bounds on the lookahead. Both lower bounds already hold for safety conditions.
Furthermore, solving delay games with reachability conditions is shown to be
PSPACE-complete.
This is a corrected version of the paper https://arxiv.org/abs/1412.3701v4
published originally on August 26, 2016
The model checking problem for intuitionistic propositional logic with one variable is AC1-complete
We show that the model checking problem for intuitionistic propositional
logic with one variable is complete for logspace-uniform AC1. As basic tool we
use the connection between intuitionistic logic and Heyting algebra, and
investigate its complexity theoretical aspects. For superintuitionistic logics
with one variable, we obtain NC1-completeness for the model checking problem.Comment: A preliminary version of this work was presented at STACS 2011. 19
pages, 3 figure
Prompt Delay
Delay games are two-player games of infinite duration in which one player may
delay her moves to obtain a lookahead on her opponent's moves. Recently, such
games with quantitative winning conditions in weak MSO with the unbounding
quantifier were studied, but their properties turned out to be unsatisfactory.
In particular, unbounded lookahead is in general necessary. Here, we study
delay games with winning conditions given by Prompt-LTL, Linear Temporal Logic
equipped with a parameterized eventually operator whose scope is bounded. Our
main result shows that solving Prompt-LTL delay games is complete for
triply-exponential time. Furthermore, we give tight triply-exponential bounds
on the necessary lookahead and on the scope of the parameterized eventually
operator. Thus, we identify Prompt-LTL as the first known class of well-behaved
quantitative winning conditions for delay games. Finally, we show that applying
our techniques to delay games with \omega-regular winning conditions answers
open questions in the cases where the winning conditions are given by
non-deterministic, universal, or alternating automata
Systematic co-occurrence of tail correlation functions among max-stable processes
The tail correlation function (TCF) is one of the most popular bivariate
extremal dependence measures that has entered the literature under various
names. We study to what extent the TCF can distinguish between different
classes of well-known max-stable processes and identify essentially different
processes sharing the same TCF.Comment: 31 pages, 4 Tables, 5 Figure
Negotiating Reality
Our understanding of research through design is demonstrated by a close examination of the methods used in the project lifeClipper2. This design research project investigates the applicability of immersive outdoor Augmented Reality (AR). lifeClipper2 offers an audiovisual walking experience in a virtually extended public space and focuses on audiovisual perception as well as on the development of the appropriate technology. The project involves contributions of partners from different fields of research. Thus, lifeClipper2 is able to test the potential of AR for visualizing architecture and archaeological information and to challenge our understanding of perception and interaction. Using examples from our research, the paper reflects on how scenario design contributes to the production of design knowledge and explores the possibilities and variations of AR. Finally, the paper drafts our approach to design research. The three tenets of our work are: the use of scenarios as a tool of interdisciplinary research, the experimental exploration of media and the intention to make design knowledge explicit.
Keywords:
augmented reality; locative media; hybrid environment; immersion; perception; experience design; research through design; scenario design</p
Modification of the anisotropy and strength differential effect of extruded AZ31 by extrusion-shear
This article may be downloaded for personal use only. Any other use requires prior permission of the author and AIP Publishing. This article appeared in AIP Conference Proceedings 1960, 030008 (2018) and may be found at https://doi.org/10.1063/1.5034851.The extrusion of magnesium alloys results in a pronounced fiber texture in which the basal planes are mostly oriented parallel and the c-axes are oriented perpendicular to the extrusion direction. Due to this texture the Strength Differential Effect (SDE), which describes the strength difference between tensile and compression yield strength, and the elastic anisotropy in the sheet plane are obtained during extrusion. The objective of the investigation was to decrease the SDE and anisotropy through specifically influencing the microstructure and texture. To accomplish this objective, the forming processes extrusion (EX) and equal channel angular pressing (ECAP) were combined and integrated into one extrusion die. This combination is called extrusion-shear (ES). With an ES-die, billets of the magnesium alloy AZ31B were formed into a sheet with the thickness of 4 mm and the width of 70 mm. The angles of the used ECAP-applications in the ES-dies were set to 90° and 135°. The results show that the extrusion-shear process is able to decrease the anisotropy and SDE through transformation of the texture compared to conventional extrusion process. Also grain refinement could be observed. However, the outcomes seem to be very sensitive to the process parameters. Only by using the ES-die with an angle of 135° the desired effect could be accomplished
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