5 resultados para Run-Time

em Bulgarian Digital Mathematics Library at IMI-BAS


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Composite Web Services (CWS) aggregate multiple Web Services in one logical unit to accomplish a complex task (e.g. business process). This aggregation is achieved by defining a workflow that orchestrates the underlying Web Services in a manner consistent with the desired functionality. Since CWS can aggregate atomic and other CWS they foster the development of service layers and reuse of already existing functionality. An important issue in the deployment of services is their run-time performance under various loads. Due to the complex interactions of the underlying services, a CWS they can exhibit problematic and often difficult to predict behaviours in overload situations. This paper focuses on the use of request scheduling for improving CWS performance in overload situations. Different scheduling policies are investigated in regards to their effectiveness in helping with bulk arrivals.

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This paper introduces an encoding of knowledge representation statements as regular languages and proposes a two-phase approach to processing of explicitly declared conceptual information. The idea is presented for the simple conceptual graphs where conceptual pattern search is implemented by the so called projection operation. Projection calculations are organised into off-line preprocessing and run-time computations. This enables fast run-time treatment of NP-complete problems, given that the intermediate results of the off-line phase are kept in suitable data structures. The experiments with randomly-generated, middle-size knowledge bases support the claim that the suggested approach radically improves the run-time conceptual pattern search.

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A new method for solving some hard combinatorial optimization problems is suggested, admitting a certain reformulation. Considering such a problem, several different similar problems are prepared which have the same set of solutions. They are solved on computer in parallel until one of them will be solved, and that solution is accepted. Notwithstanding the evident overhead, the whole run-time could be significantly reduced due to dispersion of velocities of combinatorial search in regarded cases. The efficiency of this approach is investigated on the concrete problem of finding short solutions of non-deterministic system of linear logical equations.

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Educational games such as quizzes, quests, puzzles, mazes and logical problems may be modeled as multimedia board games. In the scope of the ADOPTA project1 being under development at the Faculty of Mathematics and Informatics at Sofia University, a formal model for presentation of such educational board games was invented and elaborated. Educational games can be modeled as special board mini-games, with a board of any form and any types of positions. Over defined positions, figures (objects) with certain properties are placed and, next, there are to be defined formal rules for manipulation of these figures and resulted effects. The model has been found to be general enough in order to allow description and execution control of more complex logical problems to be solved by several actions delivered to/by the player according some formal rules and context conditions and, in general, of any learning activities and their workflow. It is used as a base for creation of a software platform providing facilities for easy construction of multimedia board games and their execution. The platform consists of game designer (i.e., a game authoring tool) and game run-time controller communicating each other through game repository. There are created and modeled many examples of educational board games appropriate for didactic purposes, self evaluations, etc., which are supposed to be designed easily by authors with no IT skills and experience. By means of game metadata descriptions, these games are going be included into narrative storyboards and, next, delivered to learners with appropriate profile according their learning style, preferences, etc. Moreover, usage of artificial intelligence agents is planned as well – once as playing virtual opponents of the player or, otherwise, being virtual advisers of the gamer helping him/her in finding the right problem solution within given domain such as discovering a treasure using a location map, finding best tour in a virtual museum, guessing an unknown word in a hangman game, and many others.

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The C++ class library C-XSC for scientific computing has been extended with the possibility to compute scalar products with selectable accuracy in version 2.3.0. In previous versions, scalar products have always been computed exactly with the help of the so-called long accumulator. Additionally, optimized floating point computation of matrix and vector operations using BLAS-routines are added in C-XSC version 2.4.0. In this article the algorithms used and their implementations, as well as some potential pitfalls in the compilation, are described in more detail. Additionally, the theoretical background of the employed DotK algorithm and the necessary modifications of the concrete implementation in C-XSC are briefly explained. Run-time tests and numerical examples are presented as well.