With new learning technologies springing up, gaming also plays a vital role in creating learning experiences. Studies show that games play an active role in defining active and creative learning activities. For effect...
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ISBN:
(纸本)9781728152868
With new learning technologies springing up, gaming also plays a vital role in creating learning experiences. Studies show that games play an active role in defining active and creative learning activities. For effective learning through game based activities, games need to be well defined, interactive and challenging. Gamification can be applied in the context of learning using Atificial Intelligence. It is understood that game development is one of the use cases for AI. An attempt had been made to gamily learning using a supervised learning based approximation technique. The case study is done with TRON game using an alternate Voronoi heuristics, employing supervised learning. The algorithm has been tested for different game scenarios and the proposed game hot was tested for accuracy of moves, winning percentage and response time.
We give the first 2-approximation algorithm for the cluster vertex deletion problem. This is tight, since approximating the problem within any constant factor smaller than 2 is UGC-hard. Our algorithm combines the pre...
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ISBN:
(纸本)9783030738792;9783030738785
We give the first 2-approximation algorithm for the cluster vertex deletion problem. This is tight, since approximating the problem within any constant factor smaller than 2 is UGC-hard. Our algorithm combines the previous approaches, based on the local ratio technique and the management of true twins, with a novel construction of a "good" cost function on the vertices at distance at most 2 from any vertex of the input graph. As an additional contribution, we also study cluster vertex deletion from the polyhedral perspective, where we prove almost matching upper and lower bounds on how well linear programming relaxations can approximate the problem.
Motivated by the need for a more sensitive server assignment strategy in supply-chain network management, our total cost comprises coverage area (i.e., disk) sizes and "moving" service modes that facilitate ...
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ISBN:
(数字)9783030859060
ISBN:
(纸本)9783030859060;9783030859053
Motivated by the need for a more sensitive server assignment strategy in supply-chain network management, our total cost comprises coverage area (i.e., disk) sizes and "moving" service modes that facilitate multiple and flexible demand ful-fillment. Selection of k color-spanning centers to achieve cost minimization is the aim of our k-Connected Location Set Cover Problem with Color-spanning Constraint (k-CLSCPCC). The cost reflects the sum of the radii of the color-spanning disks plus the cost of connecting to disk regions. The farthest-color Voronoi diagram(FCVD) helps to assign an individual radius to each selected color-spanning center with aims to minimal cost. The main idea behind our greedy algorithm, which integrates the ideas of the classical minimum-power coverage problem and k-maximum coverage problem, is to minimize the measurable gap between the cost of connecting all nodes and the reduced cost of coverage with k disks. Our proposed algorithm can approximate a 3.368-factor solution within O(n(2)m log m) running time, equal to time cost of generating FCVD, where n is the number of input nodes and m is the number of demand types.
An l-pseudoforest is a graph each of whose connected component is at most l edges away from being a tree. The l-Pseudoforest Deletion problem is to delete a vertex set P of minimum weight from a given vertex-weighted ...
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ISBN:
(纸本)9783319947761;9783319947754
An l-pseudoforest is a graph each of whose connected component is at most l edges away from being a tree. The l-Pseudoforest Deletion problem is to delete a vertex set P of minimum weight from a given vertex-weighted graph G = (V, E) such that the remaining graph G[V \ P] is an l-pseudoforest. The Feedback Vertex Set problem is a special case of the l-Pseudoforest Deletion problem with l = 0. In this paper, we present a polynomial time 4l-approximation algorithm for the l-Pseudoforest Deletion problem with l >= 1 by using the local ratio technique. When l = 1, we get a better approximation ratio 2 for the problem by further analyzing the algorithm, which matches the current best constant approximation factor for the Feedback Vertex Set problem.
A complex product can be described in terms of its product architecture. There are two product architectures: integral and modular. Advantages of modular products have been noted in the literature. Maximizing modulari...
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ISBN:
(纸本)9781728161396
A complex product can be described in terms of its product architecture. There are two product architectures: integral and modular. Advantages of modular products have been noted in the literature. Maximizing modularity is a critical issue in modular product design. In this study, a polynomial approximation algorithm with a 0.422 approximation ratio is proposed to find hidden modules. It is observed that better modularity can be achieved when the product is partitioned into 3 to 8 modules. Numerical experiments with applications in the products of bicycle, starter, and fruit chute system are conducted to illustrate the developed algorithm. Performance of the algorithm is demonstrated by comparisons with other well-known algorithms.
Due to hybridization events in evolution, studying two different genes of a set of species may yield two related but different phylogenetic trees for the set of species. In this case, we want to measure the dissimilar...
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ISBN:
(数字)9783319595757
ISBN:
(纸本)9783319595757;9783319595740
Due to hybridization events in evolution, studying two different genes of a set of species may yield two related but different phylogenetic trees for the set of species. In this case, we want to measure the dissimilarity of the two trees. The rooted subtree prune and regraft (rSPR) distance of the two trees has been used for this purpose. The problem of computing the rSPR distance of two given trees has many applications but is NP-hard. The previously best approximation algorithm for rSPR distance achieves a ratio of 2 in polynomial time and its analysis is based on the duality theory of linear programming. In this paper, we present a cubic-time approximation algorithm for rSPR distance that achieves a ratio of 2. Our algorithm is based on the notion of key and several structural lemmas;its analysis is purely combinatorial and explicitly uses a search tree for computing rSPR distance exactly. Our experimental results show that the algorithm can be implemented into a program which outputs significantly better lower and upper bounds on the rSPR distance of the two given trees than the previous best.
The jump number problem for posets is to find a linear extension in which the number of incomparable adjacent pairs is minimized. In this paper the class of interval orders is considered. Three 3/2-approximation algor...
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Social networks have become a "household name" for internet users. Identifying shortest paths between nodes in such networks is intrinsically important in reaching out to users on such networks. In this pape...
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ISBN:
(纸本)9783319636450;9783319636443
Social networks have become a "household name" for internet users. Identifying shortest paths between nodes in such networks is intrinsically important in reaching out to users on such networks. In this paper we propose an efficient algorithm that can scale up to large social networks. The algorithm iteratively constructs higher levels of hierarchical networks by condensing the central nodes and their neighbors into super nodes until a smaller network is realized. Shortest paths are approximated by corresponding super nodes of the newly constructed hierarchical network. Experimental results show an appreciable improvement over existing algorithms.
In this paper, we consider the problem of partitioning a square into a set of zones of prescribed areas, while minimizing the overall size of their projections onto horizontal and vertical axes. This problem typically...
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ISBN:
(纸本)9781509021406
In this paper, we consider the problem of partitioning a square into a set of zones of prescribed areas, while minimizing the overall size of their projections onto horizontal and vertical axes. This problem typically arises when considering the amount of communications induced when partitioning matrices for dense linear algebra kernels onto a set of heterogeneous processors. It has been first introduced for matrix multiplication in the 2000's, with a best known approximation ratio was 1.75. Since then, two main new ingredients have been introduced. First, Lastovetsky et al. proposed a special partitioning in the case of 2 or 3 strongly heterogeneous processors, as in the case of a platform made of CPUs and GPUs, relaxing the constraint of a rectangular based partitioning. Second, Nagamochi et al. have introduced clever recursive partitioning techniques and proved, thanks to a careful analysis, that their algorithm achieves a 1.25 approximation ratio. In this paper, we combine both ingredients in order to obtain a non-rectangular recursive partitioning (NRRP), whose approximation ratio is 2/root 3 similar or equal to 1.15. Moreover, we observe on a large set of realistic platforms built from CPUs and GPUs that this proposed NRRP algorithm allows to achieve very efficient partitionings on all considered cases.
The subset-sum problem (SSP) is defined as follows: given a positive integer bound and a set of n positive integers find a subset whose sum is closest to, but not greater than, the bound. We present a randomized appro...
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The subset-sum problem (SSP) is defined as follows: given a positive integer bound and a set of n positive integers find a subset whose sum is closest to, but not greater than, the bound. We present a randomized approximation algorithm for this problem with linear space complexity and time complexity of O(n log n). Experiments with random uniformly-distributed instances of SSP show that our algorithm outperforms, both in running time and average error, Martello and Toth's (1984) quadratic greedy search, whose time complexity is O(n2). We propose conjectures on the expected error of our algorithm for uniformly-distributed instances of SSP and provide some analytical arguments justifying these conjectures. We present also results of numerous tests. International Federation of Operational Research Societies 2002.
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