177 research outputs found
Computing Node Polynomials for Plane Curves
According to the G\"ottsche conjecture (now a theorem), the degree N^{d,
delta} of the Severi variety of plane curves of degree d with delta nodes is
given by a polynomial in d, provided d is large enough. These "node
polynomials" N_delta(d) were determined by Vainsencher and Kleiman-Piene for
delta <= 6 and delta <= 8, respectively. Building on ideas of Fomin and
Mikhalkin, we develop an explicit algorithm for computing all node polynomials,
and use it to compute N_delta(d) for delta <= 14. Furthermore, we improve the
threshold of polynomiality and verify G\"ottsche's conjecture on the optimal
threshold up to delta <= 14. We also determine the first 9 coefficients of
N_delta(d), for general delta, settling and extending a 1994 conjecture of Di
Francesco and Itzykson.Comment: 23 pages; to appear in Mathematical Research Letter
Relative Node Polynomials for Plane Curves
We generalize the recent work of S. Fomin and G. Mikhalkin on polynomial
formulas for Severi degrees.
The degree of the Severi variety of plane curves of degree d and delta nodes
is given by a polynomial in d, provided delta is fixed and d is large enough.
We extend this result to generalized Severi varieties parametrizing plane
curves which, in addition, satisfy tangency conditions of given orders with
respect to a given line. We show that the degrees of these varieties,
appropriately rescaled, are given by a combinatorially defined "relative node
polynomial" in the tangency orders, provided the latter are large enough. We
describe a method to compute these polynomials for arbitrary delta, and use it
to present explicit formulas for delta <= 6. We also give a threshold for
polynomiality, and compute the first few leading terms for any delta.Comment: 27 pages, final version, to be published in Journal of Algebraic
Combinatoric
Win Prediction in Esports: Mixed-Rank Match Prediction in Multi-player Online Battle Arena Games
Esports has emerged as a popular genre for players as well as spectators,
supporting a global entertainment industry. Esports analytics has evolved to
address the requirement for data-driven feedback, and is focused on
cyber-athlete evaluation, strategy and prediction. Towards the latter, previous
work has used match data from a variety of player ranks from hobbyist to
professional players. However, professional players have been shown to behave
differently than lower ranked players. Given the comparatively limited supply
of professional data, a key question is thus whether mixed-rank match datasets
can be used to create data-driven models which predict winners in professional
matches and provide a simple in-game statistic for viewers and broadcasters.
Here we show that, although there is a slightly reduced accuracy, mixed-rank
datasets can be used to predict the outcome of professional matches, with
suitably optimized configurations
DETERMINING THE FIRE RATING OF CONCRETE STRUCTURES, Case study of using a probabilistic approach and travelling fires
As part of a refurbishment the height of a building in London is to be increased resulting in a change of the fire rating of the existing level from R60 to R90 as per prescriptive guidance. To investigate whether the inherent fire resistance of the structure would be sufficient a state-of-the-art probabilistic approach was adopted, with the approach extended to consider 2D heat-transfer to concrete elements. After determining the required reliability of the structure based on an acceptable risk level, a Monte-Carlo assessment was conducted. This considered for the proposed internal layouts and determined the range of input parameters to be randomly varied in order to define the required range of design fires analysed. The assessment demonstrated that the inherent structural fire resistance would provide sufficient structural reliability for the new use of the building and that no additional fire protection was required to the concrete frame
Beyond the Meta: Leveraging Game Design Parameters for Patch-Agnostic Esport Analytics
Esport games comprise a sizeable fraction of the global games market, and is
the fastest growing segment in games. This has given rise to the domain of
esports analytics, which uses telemetry data from games to inform players,
coaches, broadcasters and other stakeholders. Compared to traditional sports,
esport titles change rapidly, in terms of mechanics as well as rules. Due to
these frequent changes to the parameters of the game, esport analytics models
can have a short life-spam, a problem which is largely ignored within the
literature. This paper extracts information from game design (i.e. patch notes)
and utilises clustering techniques to propose a new form of character
representation. As a case study, a neural network model is trained to predict
the number of kills in a Dota 2 match utilising this novel character
representation technique. The performance of this model is then evaluated
against two distinct baselines, including conventional techniques. Not only did
the model significantly outperform the baselines in terms of accuracy (85%
AUC), but the model also maintains the accuracy in two newer iterations of the
game that introduced one new character and a brand new character type. These
changes introduced to the design of the game would typically break conventional
techniques that are commonly used within the literature. Therefore, the
proposed methodology for representing characters can increase the life-spam of
machine learning models as well as contribute to a higher performance when
compared to traditional techniques typically employed within the literature
Tropical convexity via cellular resolutions
Abstract The tropical convex hull of a finite set of points in tropical projective space has a natural structure of a cellular free resolution. Therefore, methods from computational commutative algebra can be used to compute tropical convex hulls. Tropical cyclic polytopes are also presented
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