23 resultados para Cook-Levin SAT SAT-solver


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Sudoku problems are some of the most known and enjoyed pastimes, with a never diminishing popularity, but, for the last few years those problems have gone from an entertainment to an interesting research area, a twofold interesting area, in fact. On the one side Sudoku problems, being a variant of Gerechte Designs and Latin Squares, are being actively used for experimental design, as in [8, 44, 39, 9]. On the other hand, Sudoku problems, as simple as they seem, are really hard structured combinatorial search problems, and thanks to their characteristics and behavior, they can be used as benchmark problems for refining and testing solving algorithms and approaches. Also, thanks to their high inner structure, their study can contribute more than studies of random problems to our goal of solving real-world problems and applications and understanding problem characteristics that make them hard to solve. In this work we use two techniques for solving and modeling Sudoku problems, namely, Constraint Satisfaction Problem (CSP) and Satisfiability Problem (SAT) approaches. To this effect we define the Generalized Sudoku Problem (GSP), where regions can be of rectangular shape, problems can be of any order, and solution existence is not guaranteed. With respect to the worst-case complexity, we prove that GSP with block regions of m rows and n columns with m = n is NP-complete. For studying the empirical hardness of GSP, we define a series of instance generators, that differ in the balancing level they guarantee between the constraints of the problem, by finely controlling how the holes are distributed in the cells of the GSP. Experimentally, we show that the more balanced are the constraints, the higher the complexity of solving the GSP instances, and that GSP is harder than the Quasigroup Completion Problem (QCP), a problem generalized by GSP. Finally, we provide a study of the correlation between backbone variables – variables with the same value in all the solutions of an instance– and hardness of GSP.

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Recently, edge matching puzzles, an NP-complete problem, have received, thanks to money-prized contests, considerable attention from wide audiences. We consider these competitions not only a challenge for SAT/CSP solving techniques but also as an opportunity to showcase the advances in the SAT/CSP community to a general audience. This paper studies the NP-complete problem of edge matching puzzles focusing on providing generation models of problem instances of variable hardness and on its resolution through the application of SAT and CSP techniques. From the generation side, we also identify the phase transition phenomena for each model. As solving methods, we employ both; SAT solvers through the translation to a SAT formula, and two ad-hoc CSP solvers we have developed, with different levels of consistency, employing several generic and specialized heuristics. Finally, we conducted an extensive experimental investigation to identify the hardest generation models and the best performing solving techniques.

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We report an experiment where participants observed an attack on their virtual body as experienced in an immersive virtual reality (IVR) system. Participants sat by a table with their right hand resting upon it. In IVR, they saw a virtual table that was registered with the real one, and they had a virtual body that substituted their real body seen from a first person perspective. The virtual right hand was collocated with their real right hand. Event-related brain potentials were recorded in two conditions, one where the participant"s virtual hand was attacked with a knife and a control condition where the knife only struck the virtual table. Significantly greater P450 potentials were obtained in the attack condition confirming our expectations that participants had a strong illusion of the virtual hand being their own, which was also strongly supported by questionnaire responses. Higher levels of subjective virtual hand ownership correlated with larger P450 amplitudes. Mu-rhythm event-related desynchronization in the motor cortex and readiness potential (C3-C4) negativity were clearly observed when the virtual hand was threatened as would be expected, if the real hand was threatened and the participant tried to avoid harm. Our results support the idea that event-related potentials may provide a promising non-subjective measure of virtual embodiment. They also support previous experiments on pain observation and are placed into context of similar experiments and studies of body perception and body ownership within cognitive neuroscience.

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We report an experiment where participants observed an attack on their virtual body as experienced in an immersive virtual reality (IVR) system. Participants sat by a table with their right hand resting upon it. In IVR, they saw a virtual table that was registered with the real one, and they had a virtual body that substituted their real body seen from a first person perspective. The virtual right hand was collocated with their real right hand. Event-related brain potentials were recorded in two conditions, one where the participant"s virtual hand was attacked with a knife and a control condition where the knife only struck the virtual table. Significantly greater P450 potentials were obtained in the attack condition confirming our expectations that participants had a strong illusion of the virtual hand being their own, which was also strongly supported by questionnaire responses. Higher levels of subjective virtual hand ownership correlated with larger P450 amplitudes. Mu-rhythm event-related desynchronization in the motor cortex and readiness potential (C3-C4) negativity were clearly observed when the virtual hand was threatened as would be expected, if the real hand was threatened and the participant tried to avoid harm. Our results support the idea that event-related potentials may provide a promising non-subjective measure of virtual embodiment. They also support previous experiments on pain observation and are placed into context of similar experiments and studies of body perception and body ownership within cognitive neuroscience.

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Prenent com a marc el món de l’esport i la premsa d'informació general amb presència a Catalunya, el present treball es proposa investigar quina cobertura dóna aquest tipus de premsa a l’esport en general i al futbol en particular. Per a dur a terme aquesta tasca ens centrarem en la utilització dels gèneres periodístics en la redacció dels textos

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La aparición del libro 'Superando la violencia colectiva y construyendo cultura de paz' no podría ser más oportuna en nuestro país. Actualmente vivimos la etapa más esperanzadora respecto al fin de la violencia de ETA, última organización terrorista en territorio europeo (TE-SAT, 2011) y aunque este no es un libro sobre ETA, sus aportaciones sobre la violencia colectiva y la construcción de la paz, nos muestran como el fin de la violencia y la construcción de la paz es un proceso que requiere de una nueva cultura, la cultura de paz.

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JCM és una empresa dedicada al disseny de sistemes de control d’accés. Disposa d’uns equips elèctrics amb molts paràmetres configurables, així es poden utilitzar en molts tipus d’instal•lació. Aquets paràmetres són configurables pels clients. JCM, disposa d’un servei d’atenció telefònica (SAT), que intenta donar solucions a tots els problemes que puguin sorgir als clients. Sovint, no poden donar suport als dubtes dels clients per culpa de la poca informació que reben a través del client. L'objectiu del projecte és resoldre el problema de falta d'informació i mala comunicació per millorar la qualitat del servei que ofereix el SAT. La solució, no ha d’alterar el cost de producció del producte. S’ha de tenir en compte també que els equips poden estar instal•lats en qualsevol part del món i que només es poden utilitzar recursos de fàcil accés per tots els clients. Per complir amb aquests objectius, emetrem un missatge, a través del brunzidor del equip, amb la informació de configuració de l'equip. Aquest missatge viatjarà a través de la xarxa telefònica fins al SAT. Un cop allà, el descodificarem i n'enviarem les dades a un PC perquè pugui presentar les dades sobre la configuració de una forma clara pel SAT.

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When sat in front of a computer screen and keyboard, we read and write different kinds of texts (chats, blogs, websites,etc.) and do so differently (with links, photographs, icons, etc.). However, we still comment on as many texts as in the pastin both public and private spheres. After setting out some typical features of reading and writing electronic texts, we givesome examples of students' colloquial commentary out of school, list some of the commonest academic tasks and offersome ideas and make some recommendations for making progress in this field