7,053 research outputs found

    Word Up! Directed motor action improves word learning [Abstract]

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    Can simple motor actions help people expand their vocabulary? Here we show that word learning depends on where students place their flash cards after studying them. In Experiment 1, participants learned the definitions of ”alien words” with positive or negative emotional valence. After studying each card, they placed it in one of two boxes (top or bottom), according to its valence. Participants who were instructed to place positive cards in the top box, consistent with Good is Up metaphors, scored about 10

    Finding a Feasible Solution for a Simple LP Problem using Agents

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    In this paper we will describe a Multi-Agent System which is capable of finding a feasible solution of a specially structured linear programming problem. Emphasis is given to correctness issues and termination detection.multi-agent systems;linear programming

    Retractions in comparing PROLOG semantics

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    We present an operational model O and a continuation based denotational model D for a uniform variant of PROLOG, including the cut operator. The two semantical definitions make use of higher order transformations Phi and Psi, respectively. We prove O and D equivalent in a novel way by comparing yet another pair of higher order transformations Phi~ and Psi~, that yield Phi and Psi, respectively, by application of a suitable abstraction operator

    Continuation semantics for PROLOG with cut

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    We present a denotational continuation semantics for PROLOG with cut. First a uniform language B is studied, which captures the control flow aspects of PROLOG. The denotational semantics for B is proven equivalent to a transition system based operational semantics. The congruence proof relies on the representation of the operational semantics as a chain of approximations and on a convenient induction principle. Finally, we interpret the abstract language B such that we obtain equivalent denotational and operational models for PROLOG itself

    Denotational semantics for unguarded recursion: the demonic case

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    We show that the technique to prove equivalence of operational and denotational cpo based semantics using retractions, as introduced in de Bruin & Vink [1989] for a sequential backtracking language, can be applied to parallel languages as well. We prove equivalence for a uniform language in which procedure calls need not be guarded. The unguardedness is taken care of by giving a semantics in which the nondeterminism is demonic

    Towards a taxonomy of parallel branch and bound algorithms

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    In this paper we present a classification of parallel branch and bound algorithms, and elaborate on the consequences of particular parameter settings. The taxonomy is based upon how the algorithms handle the knowledge about the problem instance to be solved, generated during execution. The starting point of the taxonomy is the generally accepted description of the sequential branch and bound algorithm, as presented in, for example, [Mitten 1970] and [Ibaraki 1976a, 1976b, 1977a, 1977b]

    GAOS: Spatial optimisation of crop and nature within agricultural fields

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    This paper proposes and demonstrates a spatial optimiser that allocates areas of inefficient machine manoeuvring to field margins thus improving the use of available space and supporting map-based Controlled Traffic Farming. A prototype web service (GAOS) allows farmers to optimise tracks within their fields and explore planning alternatives prior to downloading the plans to their RTK GPS-guided steering system. GAOS retrieves accurate data on field geometry from a geo-database. Via a web interface, the farmer sets options regarding operation properties, potential locations for field margins and headlands, etc. Next, an optimisation script that employs an open source geospatial library (osgeo.ogr) is called. The objective function considers costs involved with un-cropped areas, turning at headlands and subsidies received for field margins. Optimisation results are stored in a database and are available for (1) viewing via the web interface, (2) downloading to the GPS-guided steering system and (3) communication to third parties

    Trends in game tree search

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    This paper deals with algorithms searching trees generated by two-person, zero-sum games with perfect information. The standard algorithm in this field is alpha-beta. We will discuss this algorithm as well as extensions, like transposition tables, iterative deepening and NegaScout. Special attention is devoted to domain knowledge pertaining to game trees, more specifically to solution trees. The above mentioned algorithms implement depth first search. The alternative is best first search. The best known algorithm in this area is Stockman's SSS*. We treat a variant equivalent to SSS* called SSS-2. These algorithms are provably better than alpha-beta, but it needs a lot of tweaking to show this in practice. A variant of SSS-2, cast in alpha-beta terms, will be discussed which does realize this potential. This algorithm is however still worse than NegaScout. On the other hand, applying a similar idea as the one behind NegaScout to this last SSS version yields the best (sequential) game tree searcher known up till now: MTD(f)
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