Finite-State Online Algorithms and Their Automated Competitive Analysis

Author(s):  
Takashi Horiyama ◽  
Kazuo Iwama ◽  
Jun Kawahara
2019 ◽  
Vol 53 (3) ◽  
pp. 1007-1031 ◽  
Author(s):  
Sahar Bsaybes ◽  
Alain Quilliot ◽  
Annegret K. Wagler

The VIPAFLEET project consists in developing models and algorithms for managing a fleet of Individual Public Autonomous Vehicles (VIPA). Hereby, we consider a fleet of cars distributed at specified stations in an industrial area to supply internal transportation, where the cars can be used in different modes of circulation (tram mode, elevator mode, taxi mode). One goal is to develop and implement suitable algorithms for each mode in order to satisfy all the requests under an economic point of view by minimizing the total tour length. The innovative idea and challenge of the project is to develop and install a dynamic fleet management system that allows the operator to switch between the different modes within the different periods of the day according to the dynamic transportation demands of the users. We model the underlying online transportation system and propose a corresponding fleet management framework, to handle modes, demands and commands. We consider two modes of circulation, tram and elevator mode, propose for each mode appropriate online algorithms and evaluate their performance, both in terms of competitive analysis and practical behavior.


2015 ◽  
Vol 26 (04) ◽  
pp. 413-439 ◽  
Author(s):  
Joan Boyar ◽  
Kim S. Larsen ◽  
Abyayananda Maiti

This is a contribution to the ongoing study of properties of performance measures for online algorithms. It has long been known that competitive analysis suffers from draw-backs in certain situations, and many alternative measures have been proposed. More systematic comparative studies of performance measures have been initiated recently, and we continue this work, considering competitive analysis, relative interval analysis, and relative worst order analysis on the frequent items problem, a fundamental online streaming problem.


2016 ◽  
Vol 33 (02) ◽  
pp. 1650011 ◽  
Author(s):  
Weimin Ma ◽  
Xiaodong Ji

An original online problem with decreasing profit growth rate is proposed to optimize the work hours of employees, named the online work-break problem (WBP). In this problem, the manager has to answer for an abstract worker when he should have a break for his work efficiency declines with the durative time of work period. The efficiency of the worker is presented by a work efficiency function [Formula: see text] in the description of our problem. We present the online algorithms to solve the WBP based on linear estimation of [Formula: see text] under two levels. Both the problems with single-period and dynamic multi-periods have 2-competitive online algorithms.


Author(s):  
N. V. Brovka ◽  
P. P. Dyachuk ◽  
M. V. Noskov ◽  
I. P. Peregudova

The problem and the goal.The urgency of the problem of mathematical description of dynamic adaptive testing is due to the need to diagnose the cognitive abilities of students for independent learning activities. The goal of the article is to develop a Markov mathematical model of the interaction of an active agent (AA) with the Liquidator state machine, canceling incorrect actions, which will allow mathematically describe dynamic adaptive testing with an estimated feedback.The research methodologyconsists of an analysis of the results of research by domestic and foreign scientists on dynamic adaptive testing in education, namely: an activity approach that implements AA developmental problem-solving training; organizational and technological approach to managing the actions of AA in terms of evaluative feedback; Markow’s theory of cement and reinforcement learning.Results.On the basis of the theory of Markov processes, a Markov mathematical model of the interaction of an active agent with a finite state machine, canceling incorrect actions, was developed. This allows you to develop a model for diagnosing the procedural characteristics of students ‘learning activities, including: building axiograms of total reward for students’ actions; probability distribution of states of the solution of the problem of identifying elements of the structure of a complex object calculate the number of AA actions required to achieve the target state depending on the number of elements that need to be identified; construct a scatter plot of active agents by target states in space (R, k), where R is the total reward AA, k is the number of actions performed.Conclusion.Markov’s mathematical model of the interaction of an active agent with a finite state machine, canceling wrong actions allows you to design dynamic adaptive tests and diagnostics of changes in the procedural characteristics of educational activities. The results and conclusions allow to formulate the principles of dynamic adaptive testing based on the estimated feedback.


2018 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Mustofa Mustofa ◽  
Sidiq Sidiq ◽  
Eva Rahmawati

Perkembangan dunia yang dinamis mendorong percepatan perkembangan teknologi dan informasi. Dengan dorongan tersebut komputer yang dulunya dibuat hanya untuk membantu pekerjaan manusia sekarang berkembang menjadi sarana hiburan, permainan, komunikasi dan lain sebagainya. Dalam sektor hiburan salah satu industri yang sedang menjadi pusat perhatian adalah industri video game. Begitu banyaknya produk video game asing yang masuk ke dalam negeri ini memberikan tantangan kepada bangsa ini. Tentunya video game asing yang masuk ke negara ini membawa banyak unsur kebudayaan negara lain. Ini semakin membuat kebudayaan nusantara semakin tergeserkan dengan serangan kebudayaan asing melalui berbagai media. Maka dari itu peneliti mencoba untuk menerapkan Finite State Machine dalam merancang sebuah video game RPG (Role-Playing game) yang memperkenalkan kebudayaan. Dalam perancangan video game ini peneliti menggunakan metode GDLC(Game Development Life Cycle) agar penelitian ini berjalan secara sistematis. Dalam suatu perancangan video game tedapat banyak elemen, pada penelitian ini penulis lebih fokus pada pengendalian animasi karakter yang dimainkan pada video game ini. Dari perancangan yang dilakukan, disimpulkan bahwa Finite State Machine dapat digunakan untuk pengendalian animasi yang baik pada video game RPG. Diharapkan video game ini dapat menjadi salah satu media untuk mengenalkan kebudayaan nusantara


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