984 resultados para Logic Programming


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A key assumption of dual process theory is that reasoning is an explicit, effortful, deliberative process. The present study offers evidence for an implicit, possibly intuitive component of reasoning. Participants were shown sentences embedded in logically valid or invalid arguments. Participants were not asked to reason but instead rated the sentences for liking (Experiment 1) and physical brightness (Experiments 2-3). Sentences that followed logically from preceding sentences were judged to be more likable and brighter. Two other factors thought to be linked to implicit processing-sentence believability and facial expression-had similar effects on liking and brightness ratings. The authors conclude that sensitivity to logical structure was implicit, occurring potentially automatically and outside of awareness. They discuss the results within a fluency misattribution framework and make reference to the literature on discourse comprehension. 

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ABSTRACT
The proliferation in the use of video lecture capture in universities worldwide presents an opportunity to analyse video watching patterns in an attempt to quantify and qualify how students engage and learn with the videos. It also presents an opportunity to investigate if there are similar student learning patterns during the equivalent physical lecture. The goal of this action based research project was to capture and quantitatively analyse the viewing behaviours and patterns of a series of video lecture captures across several university Java programming modules. It sought to study if a quantitative analysis of viewing behaviours of Lecture Capture videos coupled with a qualitative evaluation from the students and lecturers could be correlated to provide generalised patterns that could then be used to understand the learning experience of students during videos and potentially face to face lectures and, thereby, present opportunities to reflectively enhance lecturer performance and the students’ overall learning experience. The report establishes a baseline understanding of the analytics of videos of several commonly used pedagogical teaching methods used in the delivery of programming courses. It reflects on possible concurrences within live lecture delivery with the potential to inform and improve lecturing performance.

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Markov Decision Processes (MDPs) are extensively used to encode sequences of decisions with probabilistic effects. Markov Decision Processes with Imprecise Probabilities (MDPIPs) encode sequences of decisions whose effects are modeled using sets of probability distributions. In this paper we examine the computation of Γ-maximin policies for MDPIPs using multilinear and integer programming. We discuss the application of our algorithms to “factored” models and to a recent proposal, Markov Decision Processes with Set-valued Transitions (MDPSTs), that unifies the fields of probabilistic and “nondeterministic” planning in artificial intelligence research. 

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The problem of determining a maximum matching or whether there exists a perfect matching, is very common in a large variety of applications and as been extensively studied in graph theory. In this paper we start to introduce a characterisation of a family of graphs for which its stability number is determined by convex quadratic programming. The main results connected with the recognition of this family of graphs are also introduced. It follows a necessary and sufficient condition which characterise a graph with a perfect matching and an algorithmic strategy, based on the determination of the stability number of line graphs, by convex quadratic programming, applied to the determination of a perfect matching. A numerical example for the recognition of graphs with a perfect matching is described. Finally, the above algorithmic strategy is extended to the determination of a maximum matching of an arbitrary graph and some related results are presented.

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The main motivation for the work presented here began with previously conducted experiments with a programming concept at the time named "Macro". These experiments led to the conviction that it would be possible to build a system of engine control from scratch, which could eliminate many of the current problems of engine management systems in a direct and intrinsic way. It was also hoped that it would minimize the full range of software and hardware needed to make a final and fully functional system. Initially, this paper proposes to make a comprehensive survey of the state of the art in the specific area of software and corresponding hardware of automotive tools and automotive ECUs. Problems arising from such software will be identified, and it will be clear that practically all of these problems stem directly or indirectly from the fact that we continue to make comprehensive use of extremely long and complex "tool chains". Similarly, in the hardware, it will be argued that the problems stem from the extreme complexity and inter-dependency inside processor architectures. The conclusions are presented through an extensive list of "pitfalls" which will be thoroughly enumerated, identified and characterized. Solutions will also be proposed for the various current issues and for the implementation of these same solutions. All this final work will be part of a "proof-of-concept" system called "ECU2010". The central element of this system is the before mentioned "Macro" concept, which is an graphical block representing one of many operations required in a automotive system having arithmetic, logic, filtering, integration, multiplexing functions among others. The end result of the proposed work is a single tool, fully integrated, enabling the development and management of the entire system in one simple visual interface. Part of the presented result relies on a hardware platform fully adapted to the software, as well as enabling high flexibility and scalability in addition to using exactly the same technology for ECU, data logger and peripherals alike. Current systems rely on a mostly evolutionary path, only allowing online calibration of parameters, but never the online alteration of their own automotive functionality algorithms. By contrast, the system developed and described in this thesis had the advantage of following a "clean-slate" approach, whereby everything could be rethought globally. In the end, out of all the system characteristics, "LIVE-Prototyping" is the most relevant feature, allowing the adjustment of automotive algorithms (eg. Injection, ignition, lambda control, etc.) 100% online, keeping the engine constantly working, without ever having to stop or reboot to make such changes. This consequently eliminates any "turnaround delay" typically present in current automotive systems, thereby enhancing the efficiency and handling of such systems.

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In the field of control systems it is common to use techniques based on model adaptation to carry out control for plants for which mathematical analysis may be intricate. Increasing interest in biologically inspired learning algorithms for control techniques such as Artificial Neural Networks and Fuzzy Systems is in progress. In this line, this paper gives a perspective on the quality of results given by two different biologically connected learning algorithms for the design of B-spline neural networks (BNN) and fuzzy systems (FS). One approach used is the Genetic Programming (GP) for BNN design and the other is the Bacterial Evolutionary Algorithm (BEA) applied for fuzzy rule extraction. Also, the facility to incorporate a multi-objective approach to the GP algorithm is outlined, enabling the designer to obtain models more adequate for their intended use.

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The design phase of B-spline neural networks is a highly computationally complex task. Existent heuristics have been found to be highly dependent on the initial conditions employed. Increasing interest in biologically inspired learning algorithms for control techniques such as Artificial Neural Networks and Fuzzy Systems is in progress. In this paper, the Bacterial Programming approach is presented, which is based on the replication of the microbial evolution phenomenon. This technique produces an efficient topology search, obtaining additionally more consistent solutions.

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The design phase of B-spline neural networks represents a very high computational task. For this purpose, heuristics have been developed, but have been shown to be dependent on the initial conditions employed. In this paper a new technique, Bacterial Programming, is proposed, whose principles are based on the replication of the microbial evolution phenomenon. The performance of this approach is illustrated and compared with existing alternatives.

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Discrete optimization problems are very difficult to solve, even if the dimantion is small. For most of them the problem of finding an ε-approximate solution is already NP-hard.

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In this work we develop a methodology for the economic evaluation of soil tillage technologies, in a risky environment, and to capture the influence of farmer behaviour on his technology choice. The model has short-term activities, that change with the type of year, and long-term activities, in which sets of traction investment activities are included. Although these activities do not change with the type of year, they lead to different availability of resources for each type of year, since the same tractor has different available fieldwork days under different weather conditions. We prove that the model is sensitive to the greater income variability resulting from the use of alternative technologies and to the balance between income and risk, accounting for the probability of occurrence of each state of nature and giving an investment solution that considers the best production plan for each type of year. (c) 2005 Elsevier B.V. All rights reserved.

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Tese de doutoramento, Ciências da Vida, do Mar, da Terra e do Ambiente (Nutrição), Faculdade de Ciências e Tecnologia, Universidade do Algarve, 2015

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Tese de doutoramento, Ciências Biomédicas (Biologia do Desenvolvimento), Universidade de Lisboa, Faculdade de Medicina, 2014

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Tese de doutoramento, Informática (Ciências da Computação), Universidade de Lisboa, Faculdade de Ciências, 2015

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Research on how customers engage in the co-creation processes envisaged by the Servicedominant logic paradigm is currently limited and even less work has been published on frameworks for organizations to manage the co-creation process. This conceptual paper examines a particular aspect of co-creation: co-production as a result of the application of self-service technology (SST). We propose a conceptual framework for co-production, which emphasizes the need to understand productivity from the point of view of the customer, and demonstrate how this can be applied in both consumer (b2c) and interorganizational(b2b) contexts. We conclude that service organizations might benefit from clearly identifying co-production with task-performance, and co-creation with the valueattributing aspects of the customer service experience. Both aspects generate a range of design and management challenges for suppliers particularly the need to understand the cocreation process 'outputs' desired by customers and the full costs of moving away from person to person interaction.