6,852 research outputs found

    Defining the hundred year flood: a Bayesian approach for using historic data to reduce uncertainty in flood frequency estimates

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    This paper describes a Bayesian statistical model for estimating flood frequency by combining uncertain annual maximum (AMAX) data from a river gauge with estimates of flood peak discharge from various historic sources that predate the period of instrument records. Such historic flood records promise to expand the time series data needed for reducing the uncertainty in return period estimates for extreme events, but the heterogeneity and uncertainty of historic records make them difficult to use alongside Flood Estimation Handbook and other standard methods for generating flood frequency curves from gauge data. Using the flow of the River Eden in Carlisle, Cumbria, UK as a case study, this paper develops a Bayesian model for combining historic flood estimates since 1800 with gauge data since 1967 to estimate the probability of low frequency flood events for the area taking account of uncertainty in the discharge estimates. Results show a reduction in 95% confidence intervals of roughly 50% for annual exceedance probabilities of less than 0.0133 (return periods over 75 years) compared to standard flood frequency estimation methods using solely systematic data. Sensitivity analysis shows the model is sensitive to 2 model parameters both of which are concerned with the historic (pre-systematic) period of the time series. This highlights the importance of adequate consideration of historic channel and floodplain changes or possible bias in estimates of historic flood discharges. The next steps required to roll out this Bayesian approach for operational flood frequency estimation at other sites is also discussed

    Chain: A Dynamic Double Auction Framework for Matching Patient Agents

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    In this paper we present and evaluate a general framework for the design of truthful auctions for matching agents in a dynamic, two-sided market. A single commodity, such as a resource or a task, is bought and sold by multiple buyers and sellers that arrive and depart over time. Our algorithm, Chain, provides the first framework that allows a truthful dynamic double auction (DA) to be constructed from a truthful, single-period (i.e. static) double-auction rule. The pricing and matching method of the Chain construction is unique amongst dynamic-auction rules that adopt the same building block. We examine experimentally the allocative efficiency of Chain when instantiated on various single-period rules, including the canonical McAfee double-auction rule. For a baseline we also consider non-truthful double auctions populated with zero-intelligence plus"-style learning agents. Chain-based auctions perform well in comparison with other schemes, especially as arrival intensity falls and agent valuations become more volatile

    Do television and electronic games predict children's psychosocial adjustment? Longitudinal research using the UK Millennium Cohort Study

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    Background: Screen entertainment for young children has been associated with several aspects of psychosocial adjustment. Most research is from North America and focuses on television. Few longitudinal studies have compared the effects of TV and electronic games, or have investigated gender differences. Purpose: To explore how time watching TV and playing electronic games at age 5 years each predicts change in psychosocial adjustment in a representative sample of 7 year-olds from the UK. Methods: Typical daily hours viewing television and playing electronic games at age 5 years were reported by mothers of 11 014 children from the UK Millennium Cohort Study. Conduct problems, emotional symptoms, peer relationship problems, hyperactivity/inattention and prosocial behaviour were reported by mothers using the Strengths and Difficulties Questionnaire. Change in adjustment from age 5 years to 7 years was regressed on screen exposures; adjusting for family characteristics and functioning, and child characteristics. Results: Watching TV for 3 h or more at 5 years predicted a 0.13 point increase (95% CI 0.03 to 0.24) in conduct problems by 7 years, compared with watching for under an hour, but playing electronic games was not associated with conduct problems. No associations were found between either type of screen time and emotional symptoms, hyperactivity/inattention, peer relationship problems or prosocial behaviour. There was no evidence of gender differences in the effect of screen time. Conclusions: TV but not electronic games predicted a small increase in conduct problems. Screen time did not predict other aspects of psychosocial adjustment. Further work is required to establish causal mechanisms

    Oscillator strength of the resonance transitions of ground-state N and O

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    Oscillator strength of resonance transitions of ground state nitrogen and oxyge

    Impact of a theoretically based sex education programme (SHARE) delivered by teachers on NHS registered conceptions and terminations: final results of cluster randomised trial

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    <b>Objective</b>: To assess the impact of a theoretically based sex education programme (SHARE) delivered by teachers compared with conventional education in terms of conceptions and terminations registered by the NHS. Design Follow-up of cluster randomised trial 4.5 years after intervention. <b>Setting</b>: NHS records of women who had attended 25 secondary schools in east Scotland. <b>Participants</b>: 4196 women (99.5% of those eligible). <b>Intervention</b>: SHARE programme (intervention group) v existing sex education (control group). <b>Main outcome measure</b>: NHS recorded conceptions and terminations for the achieved sample linked at age 20. <b>Results</b>: In an "intention to treat" analysis there were no significant differences between the groups in registered conceptions per 1000 pupils (300 SHARE v 274 control; difference 26, 95% confidence interval –33 to 86) and terminations per 1000 pupils (127 v 112; difference 15, –13 to 42) between ages 16 and 20. <b>Conclusions</b>: This specially designed sex education programme did not reduce conceptions or terminations by age 20 compared with conventional provision. The lack of effect was not due to quality of delivery. Enhancing teacher led school sex education beyond conventional provision in eastern Scotland is unlikely to reduce terminations in teenagers

    Generalizing Boolean Satisfiability III: Implementation

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    This is the third of three papers describing ZAP, a satisfiability engine that substantially generalizes existing tools while retaining the performance characteristics of modern high-performance solvers. The fundamental idea underlying ZAP is that many problems passed to such engines contain rich internal structure that is obscured by the Boolean representation used; our goal has been to define a representation in which this structure is apparent and can be exploited to improve computational performance. The first paper surveyed existing work that (knowingly or not) exploited problem structure to improve the performance of satisfiability engines, and the second paper showed that this structure could be understood in terms of groups of permutations acting on individual clauses in any particular Boolean theory. We conclude the series by discussing the techniques needed to implement our ideas, and by reporting on their performance on a variety of problem instances

    Truthful Multi-unit Procurements with Budgets

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    We study procurement games where each seller supplies multiple units of his item, with a cost per unit known only to him. The buyer can purchase any number of units from each seller, values different combinations of the items differently, and has a budget for his total payment. For a special class of procurement games, the {\em bounded knapsack} problem, we show that no universally truthful budget-feasible mechanism can approximate the optimal value of the buyer within lnn\ln n, where nn is the total number of units of all items available. We then construct a polynomial-time mechanism that gives a 4(1+lnn)4(1+\ln n)-approximation for procurement games with {\em concave additive valuations}, which include bounded knapsack as a special case. Our mechanism is thus optimal up to a constant factor. Moreover, for the bounded knapsack problem, given the well-known FPTAS, our results imply there is a provable gap between the optimization domain and the mechanism design domain. Finally, for procurement games with {\em sub-additive valuations}, we construct a universally truthful budget-feasible mechanism that gives an O(log2nloglogn)O(\frac{\log^2 n}{\log \log n})-approximation in polynomial time with a demand oracle.Comment: To appear at WINE 201
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