12 resultados para interval-valued games


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Due to usage conditions, hazardous environments or intentional causes, physical and virtual systems are subject to faults in their components, which may affect their overall behaviour. In a ‘black-box’ agent modelled by a set of propositional logic rules, in which just a subset of components is externally visible, such faults may only be recognised by examining some output function of the agent. A (fault-free) model of the agent’s system provides the expected output given some input. If the real output differs from that predicted output, then the system is faulty. However, some faults may only become apparent in the system output when appropriate inputs are given. A number of problems regarding both testing and diagnosis thus arise, such as testing a fault, testing the whole system, finding possible faults and differentiating them to locate the correct one. The corresponding optimisation problems of finding solutions that require minimum resources are also very relevant in industry, as is minimal diagnosis. In this dissertation we use a well established set of benchmark circuits to address such diagnostic related problems and propose and develop models with different logics that we formalise and generalise as much as possible. We also prove that all techniques generalise to agents and to multiple faults. The developed multi-valued logics extend the usual Boolean logic (suitable for faultfree models) by encoding values with some dependency (usually on faults). Such logics thus allow modelling an arbitrary number of diagnostic theories. Each problem is subsequently solved with CLP solvers that we implement and discuss, together with a new efficient search technique that we present. We compare our results with other approaches such as SAT (that require substantial duplication of circuits), showing the effectiveness of constraints over multi-valued logics, and also the adequacy of a general set constraint solver (with special inferences over set functions such as cardinality) on other problems. In addition, for an optimisation problem, we integrate local search with a constructive approach (branch-and-bound) using a variety of logics to improve an existing efficient tool based on SAT and ILP.

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European Master in Multimedia and Audiovisual Administration

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This article is a short introduction on how to use Modellus (a computer package that is freely available on the Internet and used in the IOP Advancing Physics course) to build physics games using Newton’s laws, expressed as differential equations. Solving systems of differential equations is beyond most secondary-school or first-year college students. However, with Modellus, the solution is simply the output of the usual physical reasoning: define the force law, compute its magnitude and components, use it to obtain the acceleration components, then the velocity components and, finally, use the velocity components to find the coordinates.

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RESUMO - A flexibilidade dos contratos de trabalho é cada vez mais uma realidade. Em 2009, cerca de 18% da população activa em Portugal tinha um vínculo instável. Na instituição onde se realizou o estudo, 38,8% dos profissionais de saúde têm este tipo de vínculo. Este estudo foi realizado num hospital distrital com a participação de 103 prestadores de cuidados directos – assistentes operacionais, enfermeiros, médicos e técnicos de diagnóstico e terapêutica - aos quais foi dado um questionário de auto-resposta. Através deste, fez-se a comparação dos níveis de satisfação dos profissionais com diferentes tipos de vínculo. Concluiu-se que as dimensões mais valorizadas são as relacionais e condições de trabalho e saúde. A dimensão da Segurança no Emprego surge no meio da tabela. Ao contrário do que dizem os estudos, a autonomia e poder foi das menos valorizadas. Os profissionais com vínculo laboral instável dão maior importância à segurança. As dimensões relacionais são as que apresentam maiores níveis de satisfação. As que apresentam menores níveis são a Remuneração, Condições de Trabalho e Saúde e Segurança no Emprego, sendo que nesta ultima se registam diferenças significativas entre profissionais com diferentes tipos de vínculo. Verifica-se com 95% de confiança que existem diferenças significativas na dimensão da Segurança no Emprego, onde os profissionais com vínculo instável apresentam menores níveis de satisfação. Os profissionais com vínculo instável demonstram que este facto lhes trouxe consequências negativas ao nível pessoal e social. Não existe significância na diferença entre os níveis da satisfação dos profissionais de saúde com diferentes vínculos. -----------------------------------ABSTRACT - Employment contract flexibility is becoming a reality with each passing day. In 2009, around 18% of the active population in Portugal had an unstable bond. In the institution where this study was conducted, 38.8% of the health professionals have this kind of arrangement. This study was conducted in a district hospital with the participation of 103 direct care providers - operating assistants, nurses, doctors and technical diagnostic and therapeutic - that were given a self-response questionnaire. Through this questionnaire, the levels of satisfaction of the professionals with different types of employment bond were compared. It was concluded that the most valued dimensions are relational and work and health conditions. Work security appears in the middle of the table. Contrary to what studies say, autonomy and power were less valued. Professionals with an unstable bond give greater importance to safety. The relational dimensions are those with higher levels of satisfaction. Those with lower levels are the wages, working conditions and health and safety in employment, where in health and safety in employment show significant differences between professionals with different types of employment bond. We can verify with a 95% confidence interval that there are significant differences in the work safety dimension, where professionals with unstable employment bonds present lower levels of satisfaction. Professionals with an unstable employment bond show that this fact brought them negative consequences at the personal and social level. There is no significant difference between the levels of satisfaction of health professionals with different types of employment bond.

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Trabalho apresentado no âmbito do Doutoramento em Informática, como requisito parcial para obtenção do grau de Doutor em Informática

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Dissertação para obtenção do Grau de Mestre em Engenharia Informática

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We introduce a notion of upper semicontinuity, weak upper semicontinuity, and show that it, together with a weak form of payoff security, is enough to guarantee the existence of Nash equilibria in compact, quasiconcave normal form games. We show that our result generalizes the pure strategy existence theorem of Dasgupta and Maskin (1986) and that it is neither implied nor does it imply the existence theorems of Baye, Tian, and Zhou (1993) and Reny (1999). Furthermore, we show that an equilibrium may fail to exist when, while maintaining weak payoff security, weak upper semicontinuity is weakened to reciprocal upper semicontinuity.

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Over the years, several formalizations and existence results for games with a continuum of players have been given. These include those of Schmeidler (1973), Rashid (1983), Mas-Colell (1984), Khan and Sun (1999) and Podczeck (2007a). The level of generality of each of these existence results is typically regarded as a criterion to evaluate how appropriate is the corresponding formalization of large games. In contrast, we argue that such evaluation is pointless. In fact, we show that, in a precise sense, all the above existence results are equivalent. Thus, all of them are equally strong and therefore cannot rank the different formalizations of large games.

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This paper extends the standard industrial organization models of repeated interaction between firms by incorporating preferences for reciprocity. A reciprocal firm responds to unkind behavior of rivals with unkind actions (destructive reciprocity), while at the same time, it responds to kind behavior of rivals with kind actions (constructive reciprocity). The main finding of the paper is that, for plausible perceptions of fairness, preferences for reciprocity facilitate collusion in infinitely repeated market games, that is, the critical discount rate at wish collusion can be sustained tends to be lower when firms have preferences for reciprocity than when firms are selfish. The paper also finds that the best collusive outcome that can be sustained in the infinitely repeated Cournot game with reciprocal firms is worse for consumers than the best collusive outcome that can be sustained in the infinitely repeated Cournot game with selfish firms.

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The aim of this paper is to address some theoretical issues concerning the narrative practice in cyberspace. From a narratological perspective it intends to clarify the functioning of time and space in storytelling. For that purpose it traces the concept(s) of memory inherited from rhetoric; the use of memory as a narrative device in traditional accounts; the adaptations imposed by hyperfiction. Using practical examples (including two Portuguese case studies - InStory 2006, and Noon 2007) it will show how narrative memory strategies can be helpful in game literacy. The main purpose is to contribute to serious game research and (trans)literary studies.

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Sign language is the form of communication used by Deaf people, which, in most cases have been learned since childhood. The problem arises when a non-Deaf tries to contact with a Deaf. For example, when non-Deaf parents try to communicate with their Deaf child. In most cases, this situation tends to happen when the parents did not have time to properly learn sign language. This dissertation proposes the teaching of sign language through the usage of serious games. Currently, similar solutions to this proposal do exist, however, those solutions are scarce and limited. For this reason, the proposed solution is composed of a natural user interface that is intended to create a new concept on this field. The validation of this work, consisted on the implementation of a serious game prototype, which can be used as a source for learning (Portuguese) sign language. On this validation, it was first implemented a module responsible for recognizing sign language. This first stage, allowed the increase of interaction and the construction of an algorithm capable of accurately recognizing sign language. On a second stage of the validation, the proposal was studied so that the pros and cons can be determined and considered on future works.

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The mobile IT era is here, it is still growing and expanding at a steady rate and, most of all, it is entertaining. Mobile devices are used for entertainment, whether social through the so-called social networks, or private through web browsing, video watching or gaming. Youngsters make heavy use of these devices, and even small children show impressive adaptability and skill. However not much attention is directed towards education, especially in the case of young children. Too much time is usually spent in games which only purpose is to keep children entertained, time that could be put to better use such as developing elementary geometric notions. Taking advantage of this pocket computer scenario, it is proposed an application geared towards small children in the 6 – 9 age group that allows them to consolidate knowledge regarding geometric shapes, forming a stepping stone that leads to some fundamental mathematical knowledge to be exercised later on. To achieve this goal, the application will detect simple geometric shapes like squares, circles and triangles using the device’s camera. The novelty of this application will be a core real-time detection system designed and developed from the ground up for mobile devices, taking into account their characteristic limitations such as reduced processing power, memory and battery. User feedback was be gathered, aggregated and studied to assess the educational factor of the application.