Adapation of Vygotsky's Sociocultural learningtheory (SLT) concepts in collaborative problem-based learning are viewed theoretically for synchronicity and richness of feedback highlighting in the collaborative le...
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ISBN:
(纸本)9789834251260
Adapation of Vygotsky's Sociocultural learningtheory (SLT) concepts in collaborative problem-based learning are viewed theoretically for synchronicity and richness of feedback highlighting in the collaborative learning system. this study is focusing on workplace problem-based learning and how the selected aspects of collaborative learning system can influence workplace soft-skills performance among graduates and experienced employees.
this paper presents a game theoretic approach to solve the problem of drone racing. A game theory planner (GTP) strategizes against an opponent by using an iterated best response learning method from game theory. To c...
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ISBN:
(纸本)9781665438995
this paper presents a game theoretic approach to solve the problem of drone racing. A game theory planner (GTP) strategizes against an opponent by using an iterated best response learning method from game theory. To complement the functionality of the GTP, a minimum jerk polynomial trajectory generation algorithm is used to generate a reference track. Moreover, a time-varying linear model predictive controller (MPC) is used to execute the strategic path generated by the GTP. the performance of the GTP is compared against a pure MPC, a Policy Improvement (PI) racer, and itself under different parameters. Intuitive competitive behaviors such as blocking and overtaking came naturally as a result of the algorithm. Also, interesting match-up and lead-dependent performance advantage is observed.
this paper studies algorithmiclearningtheory applied to algebraic structures. In previous papers, we have defined our framework, where a learner, given a family of structures, receives larger and larger pieces of an...
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ISBN:
(数字)9783031087400
ISBN:
(纸本)9783031087400;9783031087394
this paper studies algorithmiclearningtheory applied to algebraic structures. In previous papers, we have defined our framework, where a learner, given a family of structures, receives larger and larger pieces of an arbitrary copy of a structure in the family and, at each stage, is required to output a conjecture about the isomorphism type of such a structure. the learning is successful if there is a learner that eventually stabilizes to a correct conjecture. Here, we analyze the number of mind changes that are needed to learn a given family K. We give a descriptive set-theoretic interpretation of such mind change complexity. We also study how bounding the Turing degree of learners affects the mind change complexity of a given family of algebraic structures.
Geographical Information Sciences (GIS) in China have made great progress in recent years, and the Geographical Information Industry also developed well. But the public are still lack of knowledge about GIS, and they ...
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ISBN:
(纸本)9781424473021
Geographical Information Sciences (GIS) in China have made great progress in recent years, and the Geographical Information Industry also developed well. But the public are still lack of knowledge about GIS, and they don't know exactly how GIS could facilitate their life and work. So there still is a long road for the socialization and popularization of GIS. Firstly this paper analyzed the status quo of GIS industry these years, pointed out the constraints and shortage for GIS' socialization and popularization. Based on the experience learningtheory and circumstances learning of constructivism, this paper proposes the general framework of constructing GIS scientific experience area. the objective of constructing GIS scientific experience area is to provide the public necessary knowledge about GIS and promote socialization and popularization by supplying GIS experience to public. It tries to boost sciential discovery by experiencing and make the users to obtain some GIS spatial analysis knowledge, enhance the users' practical ability, and forming thinking pattern of GIS spatial analysis. Take the application of site decision as an example;this paper developed a series of case from the easy to difficult levels, focusing on the GIS learning experience, application and site decision. these applications vividly show the principles and methods of GIS spatial analysis. these case experiences included a digital interactive platform for the teenagers using GIS techniques such as RIA (Rich Internet Application) and open-source WebGIS and so on. From the effects of it works, GIS scientific experience area could provide the users plentiful GIS experience, which would be helpful to promote GIS knowledge for public, especially for teenagers, and promote GIS socialization of application for further development. Finally, this paper discusses the limitations in the GIS learning experience area, and put forward several suggestions to improve and develop the GIS learning experience z
We show that random DNF formulas, random log-depth decision trees and random deterministic finite acceptors cannot be weakly learned with a polynomial number of statistical queries with respect to an arbitrary distrib...
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ISBN:
(纸本)9783642161070
We show that random DNF formulas, random log-depth decision trees and random deterministic finite acceptors cannot be weakly learned with a polynomial number of statistical queries with respect to an arbitrary distribution on examples.
In this paper, we present a theory of agency with interaction and expectation as its central concepts. the research was motivated by our work in cognitive brain waves and expectograms, and heavily influenced by the wo...
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In this paper, we present a theory of agency with interaction and expectation as its central concepts. the research was motivated by our work in cognitive brain waves and expectograms, and heavily influenced by the works of Tolman and Piaget. Our intention is to provide remedies for the observed deficiencies in the existing approaches to the problem of autonomous agents (AA) design. A brief critical overview of the relevant agent oriented research is given first. It is followed by the presentation of the theory and an instantiation of it through a simulated AA called 'Petitage' (Pee-ah-zhe). Algebraic framework is presented as a basis for the simulation experiments. the final part of the paper is devoted to the results and discussion of the simulation experiments.
Physical laboratories in Electronic Engineering curriculum play a crucial role in enabling students to gain "hands-on" learning experience to get a feel for problem-solving. However, students often feel frus...
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ISBN:
(纸本)9781450345569
Physical laboratories in Electronic Engineering curriculum play a crucial role in enabling students to gain "hands-on" learning experience to get a feel for problem-solving. However, students often feel frustrated in these laboratories due to procedural difficulties and disconnects that exist between theory and practice. this impedes their learning and causes them to lose interest in the practical experiment. this research considers the approach of ubiquitous computing to address this issue by embedding computational capabilities into commonly used physical objects in electronics lab (e.g. breadboard) and making use of mobile Augmented Reality application to assist students. Two working prototypes have been proposed as a proof-of-concept. these are (i) an AR based lab manual and circuit building application, and, (ii) Intelligent Breadboard - which is capable of sensing errors made by students. It is posited that such systems can help reduce cognitive load and bridge gaps between theory and practical applications that students face in laboratories.
In this paper, the data-driven optimal control problem is studied for continuous-time linear nonzero-sum games. Two kinds of reinforcement learning algorithms, i.e., reinforcement learning algorithm with data-storage ...
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ISBN:
(纸本)9798331518509;9798331518493
In this paper, the data-driven optimal control problem is studied for continuous-time linear nonzero-sum games. Two kinds of reinforcement learning algorithms, i.e., reinforcement learning algorithm with data-storage based least-square method and reinforcement learning algorithm with filter based least-square method, are presented to obtain the Nash equilibrium solution. the properties of the presented reinforcement learning algorithms are analyzed. Simulation results show the efficiency of the presented reinforcement learning algorithms.
this paper presents an approach to text analysis using time series and text mining, in order to extract knowledge from texts in order to analyze the types of texts that are closely related to the time factor, texts wh...
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ISBN:
(纸本)9781479946013
this paper presents an approach to text analysis using time series and text mining, in order to extract knowledge from texts in order to analyze the types of texts that are closely related to the time factor, texts whose content can be represented on a temporal axis, such as logs chats. these techniques applied to the document type chat for determining correlations between words that occur most frequently in dialogs, and due to high frequency of occurrence are topics of discussion in the chat, and determine correlations between intervention participants in the dialogue. they can be represented using time series model, the coordinate time is the time of writing reply, and the value at that point is to replicate itself. Based on this representation, can be easily calculated correlations between rhythmic interventions with high occurrence. Research use R package that provides facilities for statistical processing.
the board games are usually performed by game theory algorithms: minimax and minimax with alpha-beta pruning. Tic-tac-toe (X-O) is the best-known two-player board game. the game tic-tac-toe, based on machine learning ...
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