2,676 research outputs found

    Intuitive Analyses via Drift Theory

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    Humans are bad with probabilities, and the analysis of randomized algorithms offers many pitfalls for the human mind. Drift theory is an intuitive tool for reasoning about random processes. It allows turning expected stepwise changes into expected first-hitting times. While drift theory is used extensively by the community studying randomized search heuristics, it has seen hardly any applications outside of this field, in spite of many research questions which can be formulated as first-hitting times. We state the most useful drift theorems and demonstrate their use for various randomized processes, including approximating vertex cover, the coupon collector process, a random sorting algorithm, and the Moran process. Finally, we consider processes without expected stepwise change and give a lemma based on drift theory applicable in such scenarios without drift. We use this tool for the analysis of the gambler's ruin process, for a coloring algorithm, for an algorithm for 2-SAT, and for a version of the Moran process without bias

    Electron-phonon renormalization of the absorption edge of the cuprous halides

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    Compared to most tetrahedral semiconductors, the temperature dependence of the absorption edges of the cuprous halides (CuCl, CuBr, CuI) is very small. CuCl and CuBr show a small increase of the gap E0E_0 with increasing temperature, with a change in the slope of E0E_0 vs. TT at around 150 K: above this temperature, the variation of E0E_0 with TT becomes even smaller. This unusual behavior has been clarified for CuCl by measurements of the low temperature gap vs. the isotopic masses of both constituents, yielding an anomalous negative shift with increasing copper mass. Here we report the isotope effects of Cu and Br on the gap of CuBr, and that of Cu on the gap of CuI. The measured isotope effects allow us to understand the corresponding temperature dependences, which we also report, to our knowledge for the first time, in the case of CuI. These results enable us to develop a more quantitative understanding of the phenomena mentioned for the three halides, and to interpret other anomalies reported for the temperature dependence of the absorption gap in copper and silver chalcogenides; similarities to the behavior observed for the copper chalcopyrites are also pointed out.Comment: 14 pages, 5 figures, submitted to Phys. Rev.

    Thermal ageing phenomena and strategies towards reactivation of NO x - storage catalysts

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    The thermal ageing and reactivation of Ba/CeO2 and Ba/Al2O3 based NO x -storage/ reduction (NSR) catalysts was studied on model catalysts and catalyst systems at the engine. The mixed oxides BaAl2O4 and BaCeO3, which lower the storage activity, are formed during ageing above 850°C and 900°C, respectively. Interestingly, the decomposition of BaCeO3 in an atmosphere containing H2O/NO2 leads again to NO x -storage active species, as evidenced by comparison of fresh, aged and reactivated Pt-Ba/CeO2 based model catalysts. This can be technically exploited, particularly for the Ba/CeO2 catalysts, as reactivation studies on thermally aged Ba/CeO2 and Ba/Al2O3 based NSR catalysts on an engine bench showed. An on-board reactivation procedure is presented, that improved the performance of a thermally aged catalyst significantl

    Which game narratives do adolescents of different gameplay and sociodemographic backgrounds prefer? a mixed-methods analysis

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    OBJECTIVE: The aim of this study was to investigate which narrative elements of digital game narratives are preferred by the general adolescent population, and to examine associations with gender, socioeconomic status (SES), and gameplay frequency. Further, the study aims to discuss how results can be translated to serious digital games. MATERIALS AND METHODS: Adolescents were recruited through school to complete a survey on narrative preferences in digital games. The survey included questions on sociodemographic information, frequency of gameplay, and an open-ended question on what could be an appealing narrative for them. Data were analyzed in a mixed-methods approach, using thematic analysis and chi-square analyses to determine narrative preferences and the associations between game narrative elements and player characteristics (gender, SES, and frequency of gameplay). RESULTS: The sample consisted of 446 adolescents (12-15 years old) who described 30 narrative subthemes. Preferences included human characters as protagonists; nonhuman characters only as antagonists; realistic settings, such as public places or cities; and a strong conflict surrounding crime, catastrophe, or war. Girls more often than boys defined characters by their age, included avatars, located the narrative in private places, developed profession-related skills, and included a positive atmosphere. Adolescents of nonacademic education more often than adolescents of academic education defined characters by criminal actions. Infrequent players more often included human characters defined by their age than frequent players. After performing a Bonferroni correction, narrative preferences for several gender differences remained. CONCLUSION: Different narrative elements related to subgroups of adolescents by gender, SES, and frequency of gameplay. Customization of narratives in serious digital health games should be warranted for boys and girls; yet, further research is needed to specify how to address girls in particular

    Stochastic optimization of a cold atom experiment using a genetic algorithm

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    We employ an evolutionary algorithm to automatically optimize different stages of a cold atom experiment without human intervention. This approach closes the loop between computer based experimental control systems and automatic real time analysis and can be applied to a wide range of experimental situations. The genetic algorithm quickly and reliably converges to the most performing parameter set independent of the starting population. Especially in many-dimensional or connected parameter spaces the automatic optimization outperforms a manual search.Comment: 4 pages, 3 figure
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