869 research outputs found
Race, Marriage, Markets, Choice, and Some Reflections on is Marriage for White People?
Ni thin films of 1800 Å thick were deposited by ion-plating and designed by photolithography to be used as temperature sensors. The resistive paths were finished with contact Cu welding terminals. After being coated with a protective layer of SiOx, they were subjected to heat stabilization treatments. Small, stable and accurate sensors were obtained.Se depositaron trayectos de película delgada de Ni de 1800 Á de espesor diseñados por fotolitografía para ser usados como sensores de temperatura. Los trayectos resistivos fueron provistos de contactos de Cu para soldar terminales. Después de ser recubiertos con una capa de OSi como protección, fueron sometidos a un tratamiento térmico de estabilización. Se obtuvieron sensores pequeños, estables y precisos
Towards Search-based Game Software Engineering
Tesis por compendio[ES] Los videojuegos son proyectos multidisciplinares que implican, en buena medida, el desarrollo de software. Esta tesis trata la faceta del desarrollo de videojuegos relativa al software mediante la Ingeniería del Software basada en Búsqueda (SBSE, Search-based Software Engineering). El objetivo específico de este trabajo es valerse de las características de los videojuegos en pro de una Ingeniería del Software de Videojuegos basada en Búsqueda (SBGSE, Search-based Game Software Engineering), incluyendo el uso de simulaciones de videojuegos para guiar búsquedas, codificación de granularidad fina y operaciones genéticas de mejora.
Las aproximaciones propuestas superan a las de referencia en mantenimiento (trazabilidad de requisitos) y creación de contenido (generación de NPCs). El mantenimiento y la creación de contenido son, a menudo, tareas esenciales para garantizar la retención de usuarios por medio de actualizaciones o expansiones. Además, esta investigación aborda la necesidad de estudios de caso industriales.
Esta tesis presenta un compendio que incluye tres artículos realizados durante el proceso de investigación y publicados en revistas académicas, con resultados que muestran que las aproximaciones de la Ingeniería del Software de Videojuegos basada en Búsqueda (SBGSE, Search-based Game Software Engineering) pueden mejorar la calidad de las soluciones generadas, así como reducir el tiempo necesario para producirlas.[CA] Els videojocs són projectes multidisciplinaris que impliquen, en bona part, el desenvolupament de software. Aquesta tesi tracta la faceta del desenvolupament de videojocs relativa al software mitjançant l'Enginyeria del Software basada en Cerca (SBSE, Search-based Software Engineering). L'objectiu específic d'aquest treball és valdre's de les característiques dels videojocs en pro d'una Enginyeria del Software de Videojocs basada en Cerca (SBGSE, Search-based Game Software Engineering), incloent-hi l'ús de simulacions de videojocs per a guiar cerques, codificació de granularitat fina i operacions genètiques de millora.
Les aproximacions proposades superen a les de referència en manteniment (traçabilitat de requisits) i creació de contingut (generació de NPCs). El manteniment i la creació de contingut són, sovint, tasques essencials per a garantir la retenció d'usuaris per mitjà d'actualitzacions o expansions. A més, aquesta investigació aborda la necessitat d'estudis de cas industrials.
Aquesta tesi presenta un compendi que inclou tres articles realitzats durant el procés d'investigació i publicats en revistes acadèmiques, amb resultats que mostren que les aproximacions de l'Enginyeria del Software de Videojocs basada en Cerca (SBGSE, Search-based Game Software Engineering) poden millorar la qualitat de les solucions generades, així com reduir el temps necessari per a produir-les.[EN] Video games are multidisciplinary projects which involve software development to a significant extent. This thesis tackles the software aspect of video game development through Search-based Engineering. Specifically, the objective of this work is to leverage the characteristics of video games towards Search-based Game Software Engineering, including the use of video game simulations to guide the search, a fine-grained encoding, and improvement genetic operations.
The approaches proposed outperform the baselines in maintenance (requirement traceability) and content creation (NPC generation) tasks. Maintenance and content creation are often essential tasks to ensure player retention by means of updates or expansions. In addition, this research addresses the need for industrial case studies.
This thesis presents a compendium that includes three papers produced through the research and published in academic journals, with results that show that Search-based Game Software Engineering approaches can provide improved solutions, in terms of quality and time cost.This work has been partially supported by the Ministry of Economy and Competitiveness (MINECO) through the Spanish National R+D+i Plan and ERDF funds under the Project ALPS (RTI2018-096411-B-I00).Blasco Latorre, D. (2024). Towards Search-based Game Software Engineering [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/203655Compendi
Absolutely Maximally Entangled states, combinatorial designs and multi-unitary matrices
Absolutely Maximally Entangled (AME) states are those multipartite quantum
states that carry absolute maximum entanglement in all possible partitions. AME
states are known to play a relevant role in multipartite teleportation, in
quantum secret sharing and they provide the basis novel tensor networks related
to holography. We present alternative constructions of AME states and show
their link with combinatorial designs. We also analyze a key property of AME,
namely their relation to tensors that can be understood as unitary
transformations in every of its bi-partitions. We call this property
multi-unitarity.Comment: 18 pages, 2 figures. Comments are very welcom
Operational approach to Bell inequalities: applications to qutrits
Bell inequalities can be studied both as constraints in the space of
probability distributions and as expectation values of multipartite operators.
The latter approach is particularly useful when considering outcomes as
eigenvalues of unitary operators. This brings the possibility of exploiting the
complex structure of the coefficients in the Bell operators. We investigate
this avenue of though in the known case of two outcomes, and find new Bell
inequalities for the cases of three outcomes and and parties. We
find their corresponding classical bounds and their maximum violation in the
case of qutrits. We further propose a novel way to generate Bell inequalities
based on a mapping from maximally entangled states to Bell operators and
produce examples for different outcomes and number of parties.Comment: 10 pages, no figures. A sign error in Eq.(10), appearing in the
published version, has been correcte
Three Dimensional Visualization of Long Range Scenes by Photon Counting Mid-Wave Infrared Integral Imaging
Integral Imaging under photon counting conditions has found different three-dimensional (3D) imaging applications, including 3D image reconstruction and recognition. In this letter, we present the application of the maximum likelihood (ML) estimation method for visualization of 3D scenes in photon starved environments using Mid-Wave Infrared 3D data of real scenes acquired at distances ranging from 50m to more than 2km. To the best of our knowledge, this is the first report on Mid-Wave Infrared 3D photon counting integral imaging of distant scenes
Connecting the generalized robustness and the geometric measure of entanglement
The main goal of this paper is to provide a connection between the
generalized robustness of entanglement () and the geometric measure of
entanglement (). First, we show that the generalized robustness is
always higher than or equal to the geometric measure. Then we find a tighter
lower bound to based only on the purity of and its maximal
overlap to a separable state. As we will see it is also possible to express
this lower bound in terms of .Comment: 4 pages, 2 figures. Comments welcome. v2: text improved - some
completely symmetric states were used to illustrate the results. Comments are
always welcome! v3: minor changes. Accepted by Phys. Rev. A. v4: results on
symmetric states fixe
GHZ extraction yield for multipartite stabilizer states
Let be an arbitrary stabilizer state distributed between three
remote parties, such that each party holds several qubits. Let be a
stabilizer group of . We show that can be converted by local
unitaries into a collection of singlets, GHZ states, and local one-qubit
states. The numbers of singlets and GHZs are determined by dimensions of
certain subgroups of . For an arbitrary number of parties we find a
formula for the maximal number of -partite GHZ states that can be extracted
from by local unitaries. A connection with earlier introduced measures
of multipartite correlations is made. An example of an undecomposable
four-party stabilizer state with more than one qubit per party is given. These
results are derived from a general theoretical framework that allows one to
study interconversion of multipartite stabilizer states by local Clifford group
operators. As a simple application, we study three-party entanglement in
two-dimensional lattice models that can be exactly solved by the stabilizer
formalism.Comment: 12 pages, 1 figur
Entanglement Scaling in the One-Dimensional Hubbard Model at Criticality
We derive exact expressions for the local entanglement entropy E in the
ground state of the one-dimensional Hubbard model at a quantum phase transition
driven by a change in magnetic field h or chemical potential u. The leading
divergences of dE/dh and dE/du are shown to be directly related to those of the
zero-temperature spin and charge susceptibilities. Logarithmic corrections to
scaling signal a change in the number of local states accessible to the system
as it undergoes the transition.Comment: 4+ pages, 2 figures. Fig. 2 and minor typos correcte
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