The performance of processing and visualising techniques in present satellite receiving systems is not optimally developed for the benefit of end users, especially for critical observation and analysis purpose. Curren...
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This note studies geometrical structure of the manifold of escort probability distributions and proves that the resultant geometry is dually flat in the sense of information geometry. We use a conformal transformation...
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With the advance of semiconductor, multi-core architecture is inevitable in today's embedded system design. Nested loops are usually the most critical part in multimedia and high performance DSP (Digital Signal Pr...
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This work considers the problem of modeling and controlling a class of underactuated aerial robots considering explicitly the interaction deriving from contacts with the environment and the resulting constraints which...
This work considers the problem of modeling and controlling a class of underactuated aerial robots considering explicitly the interaction deriving from contacts with the environment and the resulting constraints which affect the system dynamics. The goal is to address a scenario in which unmanned aerial vehicles are allowed to accomplish tasks which may require contacts between the aerial vehicle and the environment, such as inspection of infrastructures or even remote manipulation. To this aim a novel control framework, based on a path following approach, is shown to succeed in achieving tasks such as docking / undocking to a certain working area by governing directly the contact dynamics of the system with the only help of vehicle's own internal forces.
In this paper we investigate the integration of feature selection in segmentation through an unsupervised learning approach. We propose a clustering algorithm that efficiently mitigates image under/over-segmentation, ...
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In this paper, an efficient search center definition algorithm is proposed for H.264/AVC. H.264/AVC achieved high coding efficiency by introducing some new coding tools including a new definition of the search center....
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A multi-marker automaton is a finite automaton which keeps marks as pebbles in the finite control, and cannot rewrite any input symbols but can make marks on its input with the restriction that only a bounded number o...
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ISBN:
(纸本)9789604742301
A multi-marker automaton is a finite automaton which keeps marks as pebbles in the finite control, and cannot rewrite any input symbols but can make marks on its input with the restriction that only a bounded number of these marks can exist at any given time. An improvement of picture recognizability of the finite automaton is the reason why the multi-marker automaton was introduced. On the other hand, a multi-inkdot automaton is a conventional automaton capable of dropping an inkdot on a given input tape for a landmark, but unable to further pick it up. Due to the advances in many application areas such as moving image processing, computer animation, and so on, it has become increasingly apparent that the study of four-dimensional pattern processing has been of crucial importance. Thus, we think that the study of four-dimensional automata as a computational model of four-dimensional pattern processing has also been meaningful. This paper deals with marker versus inkdot over four-dimensional input tapes, and investigates some properties.
The comparative study of the computational powers of deterministic and nondeterministic computations is one of the central tasks of complexity theory. This paper investigates the computational power of nondetermin-ist...
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ISBN:
(纸本)9789604742301
The comparative study of the computational powers of deterministic and nondeterministic computations is one of the central tasks of complexity theory. This paper investigates the computational power of nondetermin-istic computing devices with restricted nondeterminism. There are only few results measuring the computational power of restricted nondeterminism. In general, there are three possibilities to measure the amount of nondeter-minism in computation. In this paper, we consider the possibility to count the number of different nondeterministic computation paths on any input. In particular, we deal with seven-way four-dimensional finite automata with multiple input heads operating on four-dimensional input tapes.
In this paper we deal with the problem of failure diagnosis of discrete event systems with decentralized information. The decentralized architecture that we use is composed by a set of sites communicating their diagno...
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In this paper we deal with the problem of failure diagnosis of discrete event systems with decentralized information. The decentralized architecture that we use is composed by a set of sites communicating their diagnosis information with a coordinator that is responsible of detecting the occurrence of failures in the system. In particular, first we present a protocol that defines the communication rules between the sites and the coordinator. Secondly, we prove that this protocol does not produce false alarms. Moreover, we give sufficient conditions for diagnosability based on the notion of failure ambiguous strings. Finally, we compare the protocol here presented with two other protocols that we presented in a previous work.
This paper reports simulation heuristics of Monte-Carlo Tree Search (MCTS) and shows an application example. MCTS introduced by Coulom is a best-first search where pseudorandom simulations guide the solution of proble...
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This paper reports simulation heuristics of Monte-Carlo Tree Search (MCTS) and shows an application example. MCTS introduced by Coulom is a best-first search where pseudorandom simulations guide the solution of problem. Recent improvements on MCTS have produced strong computer Go program, which has a large search space, and the success is a hot topic for selecting the best move. So far, most of reports about MCTS have been on two-player games, and MCTS has been used rarely for one-player perfect-information games. MCTS does not need admissible heuristic, so the application of MCTS for one-player games might be an interesting alternative. Additionally, one-player games like puzzles are determinately operated only by one player's decision, so the sequences of changes in state are describable as a network diagram with interdependence between operations. If MCTS for one-player games is available as a meta-heuristic algorithm, we can use this algorithm for not only combinatorial optimization problems, but also many practical problems. Especially, as MCTS does not fully depend on evaluation function, so the solutions based on MCTS remain effective if objective function is modified. This paper firstly investigates on the application of Single Player MCTS (SP-MCTS) introduced by Schadd et al. to a puzzle game called Bubble Breaker. Next this paper shows the effectiveness of new simulation strategies of SP-MCTS, and considers the differences between each parameter. Based on the results, this paper discusses the application potentiality of SP-MCTS for a scheduling problem. [ABSTRACT FROM AUTHOR]
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