3,259 research outputs found

    Hilbert space structure of covariant loop quantum gravity

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    We investigate the Hilbert space in the Lorentz covariant approach to loop quantum gravity. We restrict ourselves to the space where all area operators are simultaneously diagonalizable, assuming that it exists. In this sector quantum states are realized by a generalization of spin network states based on Lorentz Wilson lines projected on irreducible representations of an SO(3) subgroup. The problem of infinite dimensionality of the unitary Lorentz representations is absent due to this projection. Nevertheless, the projection preserves the Lorentz covariance of the Wilson lines so that the symmetry is not broken. Under certain conditions the states can be thought as functions on a homogeneous space. We define the inner product as an integral over this space. With respect to this inner product the spin networks form an orthonormal basis in the investigated sector. We argue that it is the only relevant part of a larger state space arising in the approach. The problem of the noncommutativity of the Lorentz connection is solved by restriction to the simple representations. The resulting structure shows similarities with the spin foam approach.Comment: 20 pages, RevTE

    Discrete and continuum third quantization of Gravity

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    We give a brief introduction to matrix models and the group field theory (GFT) formalism as realizations of the idea of a third quantization of gravity, and present in some more detail the idea and basic features of a continuum third quantization formalism in terms of a field theory on the space of connections, building up on the results of loop quantum gravity that allow to make the idea slightly more concrete. We explore to what extent one can rigorously define such a field theory. Concrete examples are given for the simple case of Riemannian GR in 3 spacetime dimensions. We discuss the relation between GFT and this formal continuum third quantized gravity, and what it can teach us about the continuum limit of GFTs.Comment: 21 pages, 5 eps figures; submitted as a contribution to the proceedings of the conference "Quantum Field Theory and Gravity Conference Regensburg 2010" (28 September - 1 October 2010, Regensburg/Bavaria); v2: preprint number include

    Tribes: A New Turn-Based Strategy Game for AI Research

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    This paper introduces Tribes, a new turn-based strategy game framework. Tribes is a multi-player, multi-agent, stochastic and partially observable game that involves strategic and tactical combat decisions. A good playing strategy requires the management of a technology tree, build orders and economy. The framework provides a Forward Model, which can be used by Statistical Forward Planning methods. This paper describes the framework and the opportunities for Game AI research it brings. We further provide an analysis on the action space of this game, as well as benchmarking a series of agents (rule based, one step look-ahead, Monte Carlo, Monte Carlo Tree Search, and Rolling Horizon Evolution) to study their relative playing strength. Results show that although some of these agents can play at a decent level, they are still far from human playing strength

    Smart homes and their users:a systematic analysis and key challenges

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    Published research on smart homes and their users is growing exponentially, yet a clear understanding of who these users are and how they might use smart home technologies is missing from a field being overwhelmingly pushed by technology developers. Through a systematic analysis of peer-reviewed literature on smart homes and their users, this paper takes stock of the dominant research themes and the linkages and disconnects between them. Key findings within each of nine themes are analysed, grouped into three: (1) views of the smart home-functional, instrumental, socio-technical; (2) users and the use of the smart home-prospective users, interactions and decisions, using technologies in the home; and (3) challenges for realising the smart home-hardware and software, design, domestication. These themes are integrated into an organising framework for future research that identifies the presence or absence of cross-cutting relationships between different understandings of smart homes and their users. The usefulness of the organising framework is illustrated in relation to two major concerns-privacy and control-that have been narrowly interpreted to date, precluding deeper insights and potential solutions. Future research on smart homes and their users can benefit by exploring and developing cross-cutting relationships between the research themes identified

    General Win Prediction from Agent Experience

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    publicationstatus: acceptedpublicationstatus: acceptedThe question of whether the correct algorithm is used for the problem at hand usually comes at the end of execution, when the algorithm’s ability to solve the problem (or not) can be verified. But what if this question could be answered in advance, with enough notice to make changes in the approach in order for it to be more successful? This paper proposes a general agent performance prediction system, tested in real time within the context of the General Video Game AI framework. It is solely based on agent features, therefore removing potential human bias produced by game-based features observed in known games. Three different models can be queried while playing the game to determine whether the agent will win or lose, based on the current game state: early, mid and late game feature models. The models are trained on 80 games in the framework and tested on 20 new games, for 14 variations of 3 different methods. Results are positive, indicating that there is great scope for predicting the outcome of any given game

    Rapid reduction versus abrupt quitting for smokers who want to stop soon: a randomised controlled non-inferiority trial

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    Background: The standard way to stop smoking is to stop abruptly on a quit day with no prior reduction in consumption of cigarettes. Many smokers feel that reduction is natural and if reduction programmes were offered, many more might take up treatment. Few trials of reduction versus abrupt cessation have been completed. Most are small, do not use pharmacotherapy, and do not meet the standards necessary to obtain a marketing authorisation for a pharmacotherapy.\ud Design/Methods: We will conduct a non-inferiority andomised trial of rapid reduction versus standard abrupt cessation among smokers who want to stop smoking. In the reduction arm,participants will be advised to reduce smoking consumption by half in the first week and to 25% of baseline in the second, leading up to a quit day at which participants will stop smoking completely.This will be assisted by nicotine patches and an acute form of nicotine replacement therapy. In the abrupt arm participants will use nicotine patches only, whilst smoking as normal, for two weeks prior to a quit day, at which they will also stop smoking completely. Smokers in either arm will have standard withdrawal orientated behavioural support programme with a combination of nicotine patches and acute nicotine replacement therapy post-cessation.\ud Outcomes/Follow-up: The primary outcome of interest will be prolonged abstinence from smoking, with secondary trial outcomes of point prevalence, urges to smoke and withdrawal\ud symptoms. Follow up will take place at 4 weeks, 8 weeks and 6 months post-quit day
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