نتایج جستجو برای: maker one
تعداد نتایج: 2012207 فیلتر نتایج به سال:
Decision theory focuses on the problem of making decisions under uncertainty. This uncertainty arises from the unknown aspects of the state of the world the decision maker is in or the unknown utility function of performing actions. The uncertainty can be modeled as a probability distribution capturing our belief about the world the decision maker is in. Upon making new observations, the decisi...
The classical positional game Box was introduced by Chvátal and Erdős in 1978 in their study of the biased connectivity game on the complete graph. Their analysis was subsequently extended by Hamidoune and Las Vergnas. The board of the Box game consists of elements of n disjoint sets (boxes), which might vary in size. The game is played by two players, Maker and Breaker. Maker claims m board el...
A market maker sets prices over time for wagers that pay out contingent on the future state of the world. The market maker has knowledge of the probability of realizing each state of the world, and of how the price of a bet affects the probability that traders will accept it. We compare the optimal policy for risk-neutral (expected utility maximizing) and Kelly criterion (expected log-utility m...
Purpose – The purpose of this paper is to describe the implementation of 3D printing and maker spaces in various library settings. Insights, challenges, successes, projects as well as recommendations will be shared. Commonalities across libraries 3D printing technologies and maker space learning areas will also explored. Design/methodology/approach – This paper delves into six case studies of l...
In this paper we consider biased Maker-Breaker games played on the edge set of a given graph G. We prove that for every δ > 0 and large enough n, there exists a constant k for which if δ(G) ≥ δn and χ(G) ≥ k, then Maker can build an odd cycle in the (1 : b) game for b = O ( n log n ) . We also consider the analogous game where Maker and Breaker claim vertices instead of edges. This is a special...
We present HTN-MAKER, an offline and incremental algorithm for learning the structural relations between tasks in a Hierarchical Task Network (HTN). HTN-MAKER receives as input a STRIPS domain model, a collection of STRIPS plans, and a collection of task definitions, and produces an HTN domain model. HTN-MAKER is capable of learning an HTN domain model that reflects the provided task definition...
Making is considered to be democratizing technology design and production. Yet, in many cases, in order to be a successful maker or have a rewarding maker experience, participants/makers need to bring in some form of expertise, creating both implicit and explicit barriers for differentiated publics to take part. We explore the literature and existing scholarship regarding expertise and making, ...
We look at Maker-Breaker k-clique game played on the edge set of the random graph G(n, p). In this game, two players, Maker and Breaker, alternately claim unclaimed edges of G(n, p), until all the edges are claimed. Maker wins if he claims all the edges of a k-clique; Breaker wins otherwise. We determine that the property that Maker can win this game has a threshold at n− 2 k+1 , for all k > 3....
In a biased weak (a, b) polyform achievement game, the maker and the breaker alternately mark a, b previously unmarked cells on an infinite board, respectively. The maker’s goal is to mark a set of cells congruent to a polyform. The breaker tries to prevent the maker from achieving this goal. A winning maker strategy for the (a, b) game can be built from winning strategies for games involving f...
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