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Representation Scheme (representation + scheme)
Selected AbstractsPurpose-Based Expert Finding in a Portfolio Management SystemCOMPUTATIONAL INTELLIGENCE, Issue 4 2004Xiaolin Niu Most of the research in the area of expert finding focuses on creating and maintaining centralized directories of experts' profiles, which users can search on demand. However, in a distributed multiagent-based software environment, the autonomous agents are free to develop expert models or model fragments for their own purposes and from their viewpoints. Therefore, the focus of expert finding is shifting from the collection at one place as much data about a expert as possible to accessing on demand from various agents whatever user information is available at the moment and interpreting it for a particular purpose. This paper outlines purpose-based expert modeling as an approach for finding an expert in a multiagent portfolio management system in which autonomous agents develop expert agent models independently and do not adhere to a common representation scheme. This approach aims to develop taxonomy of purposes that define a variety of context-dependent user modeling processes, which are used by the users' personal agents to find appropriate expert agents to advise users on investing strategies. [source] An augmented spatial digital tree algorithm for contact detection in computational mechanicsINTERNATIONAL JOURNAL FOR NUMERICAL METHODS IN ENGINEERING, Issue 2 2002Y. T. Feng Abstract Based on the understanding of existing spatial digital tree-based contact detection approaches, and the alternating digital tree (ADT) algorithm in particular, a more efficient algorithm, termed the augmented spatial digital tree (ASDT) algorithm, is proposed in the present work. The ASDT algorithm adopts a different point representation scheme that uses only the lower corner vertex to represent a (hyper-)rectangle, with the upper corner vertex serving as the augmented information. Consequently, the ASDT algorithm can keep the working space the same as the original n -dimensional space and, in general, a much better balanced tree can be expected. This, together with the introduction of an additional bounding subregion for the rectangles associated with each tree node, makes it possible to significantly reduce the number of node visits in the region search, although each node visit may be slightly more expensive. Three examples arising in computational mechanics are presented to provide an assessment of the performance of the ASDT. The numerical results indicate that the ASDT is, at least, over 3.9 times faster than the ADT. Copyright © 2002 John Wiley & Sons, Ltd. [source] Analysis of skin images using texture descriptor by a combined statistical and structural approachINTERNATIONAL JOURNAL OF IMAGING SYSTEMS AND TECHNOLOGY, Issue 6 2007C. Umarani Abstract In this article, an attempt has been made to analyze various skin (textured) images. They are caused because of hot water, chemical, electrical, thermal, cigarette, etc. These images are analyzed using our texture representation scheme. Our approach uses a set of 92 texture primitives. They are tested for the presence of texture by a statistical design of experiments based approach [Ganesan and Bhattacharyya, Pattern Recogn 28 (1995), 99,105]. These texture primitives are concluded as the local descriptor and their distribution over the entire image is the global representation called texture primitive spectrum. The set of texture primitives and the texture primitive spectrums are successful for a number of Bench mark images (Brodatz, Texture,A photographic album for artists and designers, Reinbold, New York, 1968; Vistex, Available at http://www.white.media.mit.edu\vismod\imgery\Vision Texture, MIT Media Lab, 1995). Using the texture primitive spectrum, several texture images have been categorized as micro, macro, fine, and coarse and a trend is obtained. Similarly, a set of skin images affected by severe burn with many causes are analyzed. The severity has been quantified and concluded based on simple and weighted mean computed for the texture primitive spectrums. The extent of burn and hence the curing duration can be approximated from the results. The outcome of our experimentation with ground truth and the opinion from the experts are closely matching. © 2008 Wiley Periodicals, Inc. Int J Imaging Syst Technol, 17, 359,366, 2007 [source] Evolutionary learning of dynamic probabilistic models with large time lagsINTERNATIONAL JOURNAL OF INTELLIGENT SYSTEMS, Issue 5 2001Allan Tucker In this paper, we explore the automatic explanation of multivariate time series (MTS) through learning dynamic Bayesian networks (DBNs). We have developed an evolutionary algorithm which exploits certain characteristics of MTS in order to generate good networks as quickly as possible. We compare this algorithm to other standard learning algorithms that have traditionally been used for static Bayesian networks but are adapted for DBNs in this paper. These are extensively tested on both synthetic and real-world MTS for various aspects of efficiency and accuracy. By proposing a simple representation scheme, an efficient learning methodology, and several useful heuristics, we have found that the proposed method is more efficient for learning DBNs from MTS with large time lags, especially in time-demanding situations. © 2001 John Wiley & Sons, Inc. [source] A Hybrid Approach to Multiple Fluid Simulation using Volume FractionsCOMPUTER GRAPHICS FORUM, Issue 2 2010Nahyup Kang Abstract This paper presents a hybrid approach to multiple fluid simulation that can handle miscible and immiscible fluids, simultaneously. We combine distance functions and volume fractions to capture not only the discontinuous interface between immiscible fluids but also the smooth transition between miscible fluids. Our approach consists of four steps: velocity field computation, volume fraction advection, miscible fluid diffusion, and visualization. By providing a combining scheme between volume fractions and level set functions, we are able to take advantages of both representation schemes of fluids. From the system point of view, our work is the first approach to Eulerian grid-based multiple fluid simulation including both miscible and immiscible fluids. From the technical point of view, our approach addresses the issues arising from variable density and viscosity together with material diffusion. We show that the effectiveness of our approach to handle multiple miscible and immiscible fluids through experiments. [source] A Tractable and Expressive Class of Marginal Contribution Nets and Its ApplicationsMLQ- MATHEMATICAL LOGIC QUARTERLY, Issue 4 2009Edith Elkind Abstract Coalitional games raise a number of important questions from the point of view of computer science, key among them being how to represent such games compactly, and how to efficiently compute solution concepts assuming such representations. Marginal contribution nets (MC-nets), introduced by Ieong and Shoham, are one of the simplest and most influential representation schemes for coalitional games. MC-nets are a rulebased formalism, in which rules take the form pattern , value, where "pattern " is a Boolean condition over agents, and "value " is a numeric value. Ieong and Shoham showed that, for a class of what we will call "basic" MC-nets, where patterns are constrained to be a conjunction of literals, marginal contribution nets permit the easy computation of solution concepts such as the Shapley value. However, there are very natural classes of coalitional games that require an exponential number of such basic MC-net rules. We present read-once MC- nets, a new class of MC-nets that is provably more compact than basic MC-nets, while retaining the attractive computational properties of basic MC-nets. We show how the techniques we develop for read-once MC-nets can be applied to other domains, in particular, computing solution concepts in network flow games on series-parallel networks (© 2009 WILEY-VCH Verlag GmbH & Co. KGaA, Weinheim) [source] |