3,197 research outputs found

    Easy identification of generalized common and conserved nested intervals

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    In this paper we explain how to easily compute gene clusters, formalized by classical or generalized nested common or conserved intervals, between a set of K genomes represented as K permutations. A b-nested common (resp. conserved) interval I of size |I| is either an interval of size 1 or a common (resp. conserved) interval that contains another b-nested common (resp. conserved) interval of size at least |I|-b. When b=1, this corresponds to the classical notion of nested interval. We exhibit two simple algorithms to output all b-nested common or conserved intervals between K permutations in O(Kn+nocc) time, where nocc is the total number of such intervals. We also explain how to count all b-nested intervals in O(Kn) time. New properties of the family of conserved intervals are proposed to do so

    Algorithmic Aspects of Switch Cographs

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    This paper introduces the notion of involution module, the first generalization of the modular decomposition of 2-structure which has a unique linear-sized decomposition tree. We derive an O(n^2) decomposition algorithm and we take advantage of the involution modular decomposition tree to state several algorithmic results. Cographs are the graphs that are totally decomposable w.r.t modular decomposition. In a similar way, we introduce the class of switch cographs, the class of graphs that are totally decomposable w.r.t involution modular decomposition. This class generalizes the class of cographs and is exactly the class of (Bull, Gem, Co-Gem, C_5)-free graphs. We use our new decomposition tool to design three practical algorithms for the maximum cut, vertex cover and vertex separator problems. The complexity of these problems was still unknown for this class of graphs. This paper also improves the complexity of the maximum clique, the maximum independant set, the chromatic number and the maximum clique cover problems by giving efficient algorithms, thanks to the decomposition tree. Eventually, we show that this class of graphs has Clique-Width at most 4 and that a Clique-Width expression can be computed in linear time

    The Challenge of Believability in Video Games: Definitions, Agents Models and Imitation Learning

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    In this paper, we address the problem of creating believable agents (virtual characters) in video games. We consider only one meaning of believability, ``giving the feeling of being controlled by a player'', and outline the problem of its evaluation. We present several models for agents in games which can produce believable behaviours, both from industry and research. For high level of believability, learning and especially imitation learning seems to be the way to go. We make a quick overview of different approaches to make video games' agents learn from players. To conclude we propose a two-step method to develop new models for believable agents. First we must find the criteria for believability for our application and define an evaluation method. Then the model and the learning algorithm can be designed

    High-frequency issues using rotating voltage injections intended for position self-sensing

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    The rotor position is required in many control schemes in electrical drives. Replacing position sensors by machine self-sensing estimators increases reliability and reduces cost. Solutions based on tracking magnetic anisotropies through the monitoring of the incremental inductance variations are efficient at low-speed and standstill operations. This inductance can be estimated by measuring the response to the injection of high-frequency signals. In general however, the selection of the optimal frequency is not addressed thoroughly. In this paper, we propose discrete-time operations based on a rotating voltage injection at frequencies up to one third of the sampling frequency used by the digital controller. The impact on the rotation-drive, the computational requirement, the robustness and the effect of the resistance on the position estimation are analyzed regarding the signal frequency

    Modeling the Temperature Bias of Power Consumption for Nanometer-Scale CPUs in Application Processors

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    We introduce and experimentally validate a new macro-level model of the CPU temperature/power relationship within nanometer-scale application processors or system-on-chips. By adopting a holistic view, this model is able to take into account many of the physical effects that occur within such systems. Together with two algorithms described in the paper, our results can be used, for instance by engineers designing power or thermal management units, to cancel the temperature-induced bias on power measurements. This will help them gather temperature-neutral power data while running multiple instance of their benchmarks. Also power requirements and system failure rates can be decreased by controlling the CPU's thermal behavior. Even though it is usually assumed that the temperature/power relationship is exponentially related, there is however a lack of publicly available physical temperature/power measurements to back up this assumption, something our paper corrects. Via measurements on two pertinent platforms sporting nanometer-scale application processors, we show that the power/temperature relationship is indeed very likely exponential over a 20{\deg}C to 85{\deg}C temperature range. Our data suggest that, for application processors operating between 20{\deg}C and 50{\deg}C, a quadratic model is still accurate and a linear approximation is acceptable.Comment: Submitted to SAMOS 2014; International Conference on Embedded Computer Systems: Architectures, Modeling, and Simulation (SAMOS XIV

    Learning a Representation of a Believable Virtual Character's Environment with an Imitation Algorithm

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    In video games, virtual characters' decision systems often use a simplified representation of the world. To increase both their autonomy and believability we want those characters to be able to learn this representation from human players. We propose to use a model called growing neural gas to learn by imitation the topology of the environment. The implementation of the model, the modifications and the parameters we used are detailed. Then, the quality of the learned representations and their evolution during the learning are studied using different measures. Improvements for the growing neural gas to give more information to the character's model are given in the conclusion
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