18 resultados para Chess players

em Cambridge University Engineering Department Publications Database


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Localization of chess-board vertices is a common task in computer vision, underpinning many applications, but relatively little work focusses on designing a specific feature detector that is fast, accurate and robust. In this paper the `Chess-board Extraction by Subtraction and Summation' (ChESS) feature detector, designed to exclusively respond to chess-board vertices, is presented. The method proposed is robust against noise, poor lighting and poor contrast, requires no prior knowledge of the extent of the chess-board pattern, is computationally very efficient, and provides a strength measure of detected features. Such a detector has significant application both in the key field of camera calibration, as well as in Structured Light 3D reconstruction. Evidence is presented showing its robustness, accuracy, and efficiency in comparison to other commonly used detectors both under simulation and in experimental 3D reconstruction of flat plate and cylindrical objects

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Localization of chess-board vertices is a common task in computer vision, underpinning many applications, but relatively little work focusses on designing a specific feature detector that is fast, accurate and robust. In this paper the 'Chess-board Extraction by Subtraction and Summation' (ChESS) feature detector, designed to exclusively respond to chess-board vertices, is presented. The method proposed is robust against noise, poor lighting and poor contrast, requires no prior knowledge of the extent of the chess-board pattern, is computationally very efficient, and provides a strength measure of detected features. Such a detector has significant application both in the key field of camera calibration, as well as in structured light 3D reconstruction. Evidence is presented showing its superior robustness, accuracy, and efficiency in comparison to other commonly used detectors, including Harris & Stephens and SUSAN, both under simulation and in experimental 3D reconstruction of flat plate and cylindrical objects. © 2013 Elsevier Inc. All rights reserved.

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Current methods for formation of detected chess-board vertices into a grid structure tend to be weak in situations with a warped grid, and false and missing vertex-features. In this paper we present a highly robust, yet efficient, scheme suitable for inference of regular 2D square mesh structure from vertices recorded both during projection of a chess-board pattern onto 3D objects, and in the more simple case of camera calibration. Examples of the method's performance in a lung function measuring application, observing chess-boards projected on to patients' chests, are given. The method presented is resilient to significant surface deformation, and tolerates inexact vertex-feature detection. This robustness results from the scheme's novel exploitation of feature orientation information. © 2013 IEEE.

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Social interactions in classic cognitive games like the ultimatum game or the prisoner's dilemma typically lead to Nash equilibria when multiple competitive decision makers with perfect knowledge select optimal strategies. However, in evolutionary game theory it has been shown that Nash equilibria can also arise as attractors in dynamical systems that can describe, for example, the population dynamics of microorganisms. Similar to such evolutionary dynamics, we find that Nash equilibria arise naturally in motor interactions in which players vie for control and try to minimize effort. When confronted with sensorimotor interaction tasks that correspond to the classical prisoner's dilemma and the rope-pulling game, two-player motor interactions led predominantly to Nash solutions. In contrast, when a single player took both roles, playing the sensorimotor game bimanually, cooperative solutions were found. Our methodology opens up a new avenue for the study of human motor interactions within a game theoretic framework, suggesting that the coupling of motor systems can lead to game theoretic solutions.

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Trying to pass someone walking toward you in a narrow corridor is a familiar example of a two-person motor game that requires coordination. In this study, we investigate coordination in sensorimotor tasks that correspond to classic coordination games with multiple Nash equilibria, such as "choosing sides," "stag hunt," "chicken," and "battle of sexes". In these tasks, subjects made reaching movements reflecting their continuously evolving "decisions" while they received a continuous payoff in the form of a resistive force counteracting their movements. Successful coordination required two subjects to "choose" the same Nash equilibrium in this force-payoff landscape within a single reach. We found that on the majority of trials coordination was achieved. Compared to the proportion of trials in which miscoordination occurred, successful coordination was characterized by several distinct features: an increased mutual information between the players' movement endpoints, an increased joint entropy during the movements, and by differences in the timing of the players' responses. Moreover, we found that the probability of successful coordination depends on the players' initial distance from the Nash equilibria. Our results suggest that two-person coordination arises naturally in motor interactions and is facilitated by favorable initial positions, stereotypical motor pattern, and differences in response times.

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Raising design quality and value in the built environment requires continuous improvement, drawing on feedback from clients or occupiers and other industry players. The challenging task for architectural and engineering designers has always been to use their intellectual knowledge to deliver both forms of benefits, tangibles and intangibles, in the built environment. Increasingly as clients demand best value for money, there is a greater need to understand the potential from intangibles, to see projects not as ends in themselves but as means to improved quality of life and wealth creation. As we begin to understand more about how - through the design of the built environment - to deliver these improvements in outcomes, clients will be better placed to expect their successful delivery from designers, and designers themselves will be better placed to provide them. This paper discusses cross-disciplinary issues about intangibles and is aimed at designers, clients, investors and entrepreneurs within the built environment. It presents some findings from a minuscule study that investigated intangible benefits in a new primary school. © 2004 IEEE.

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The Internet of Things (IOT) concept and enabling technologies such as RFID offer the prospect of linking the real world of physical objects with the virtual world of information technology to improve visibility and traceability information within supply chains and across the entire lifecycles of products, as well as enabling more intuitive interactions and greater automation possibilities. There is a huge potential for savings through process optimization and profit generation within the IOT, but the sharing of financial benefits across companies remains an unsolved issue. Existing approaches towards sharing of costs and benefits have failed to scale so far. The integration of payment solutions into the IOT architecture could solve this problem. We have reviewed different possible levels of integration. Multiple payment solutions have been researched. Finally we have developed a model that meets the requirements of the IOT in relation to openness and scalability. It supports both hardware-centric and software-centric approaches to integration of payment solutions with the IOT. Different requirements concerning payment solutions within the IOT have been defined and considered in the proposed model. Possible solution providers include telcos, e-payment service providers and new players such as banks and standardization bodies. The proposed model of integrating the Internet of Things with payment solutions will lower the barrier to invoicing for the more granular visibility information generated using the IOT. Thus, it has the potential to enable recovery of the necessary investments in IOT infrastructure and accelerate adoption of the IOT, especially for projects that are only viable when multiple benefits throughout the supply chain need to be accumulated in order to achieve a Return on Investment (ROI). In a long-term perspective, it may enable IT-departments to become profit centres instead of cost centres. © 2010 - IOS Press and the authors. All rights reserved.

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Nowadays, control systems are involved in nearly all aspects of our lives. They are all around us, but their presence is not always really apparent. They are in our kitchens, in our DVD-players, computers and our cars. They are found in elevators, ships, aircraft and spacecraft. Control systems are present in every industry, they are used to control chemical reactors, distillation columns, and nuclear power plants. They are constantly and inexhaustibly working, making our life more comfortable and more efficient...until the system fails. © 2010 Springer-Verlag Berlin Heidelberg.

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Players cooperate in experiments more than game theory would predict. We introduce the ‘returns-based beliefs’ approach: the expected returns of a particular strategy in proportion to total expected returns of all strategies. Using a decision analytic solution concept, Luce’s (1959) probabilistic choice model, and ‘hyperpriors’ for ambiguity in players’ cooperability, our approach explains empirical observations in various classes of games including the Prisoner’s and Traveler’s Dilemmas. Testing the closeness of fit of our model on Selten and Chmura (2008) data for completely mixed 2 × 2 games shows that with loss aversion, returns-based beliefs explain the data better than other equilibrium concepts.

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As manufacturing enterprises become increasingly globalised, the supply chain is becoming more fragmented, with multiple players engaged in key aspects of the value chain. This has seen the emergence of suppliers offering specialised operations (research, design, production, service) which are capable of serving widely dispersed markets. It is generally assumed that managing these increasingly complex international supply chains requires sophisticated management techniques. Many companies have installed advanced planning systems for just this reason - systems that require skilled staff to implement the complex processes involved.

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This paper presents explicit solutions for a class of decentralized LQG problems in which players communicate their states with delays. A method for decomposing the Bellman equation into a hierarchy of independent subproblems is introduced. Using this decomposition, all of the gains for the optimal controller are computed from the solution of a single algebraic Riccati equation. © 2012 AACC American Automatic Control Council).

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This paper presents explicit solutions for a few distributed LQG problems in which players communicate their states with delays. The resulting control structure is reminiscent of a simple management hierarchy, in which a top level input is modified by newer, more localized information as it gets passed down the chain of command. It is hoped that the controller forms arising through optimization may lend insight into the control strategies of biological and social systems with communication delays. © 2011 IEEE.

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University spin-out (USO) companies play an increasingly important role in generating value from radical, generic technologies, but this translation requires significant resources from other players to reach the market. Seven case studies illuminate how relationships with each type of partner can be leveraged to help the firm create value. We find that most firms in the sample are aware of the importance of corporate partners and actively seek to cultivate these relationships, but may not be taking full advantage of the resources available through nonparent academic institutions and other USOs with similar or complementary technologies. © 2013 The Authors. R&D Management © 2013 Blackwell Publishing Ltd.