A New Heuristic Function for DC*

Author(s):  
Marco Lucarelli ◽  
Corrado Mencar ◽  
Ciro Castiello ◽  
Anna Maria Fanelli
Keyword(s):  
Author(s):  
Robert N. Spengler

AbstractOver the past decade, niche construction theory (NCT) has been one of the fastest-growing theories or scholarly approaches in the social sciences, especially within archaeology. It was proposed in the biological sciences 25 years ago and is often referred to as a neglected evolutionary mechanism. Given its rapid acceptance by the archaeological community, it is important that scholars consider how it is being applied and look for discrepancies between applications of the concept. Many critical discussions of NCT have already been published, but most of them are in biology journals and may be overlooked by scholars in the social sciences. In this manuscript, my goal is to synthesis the criticisms of NCT, better allowing archaeologists to independently evaluate its usefulness. I focus on the claims of novelty and differences between NCT and other approaches to conceptualizing anthropogenic ecosystem impacts and culture-evolution feedbacks. I argue that the diverse concepts currently included in the wide-reaching purview of NCT are not new, but the terminology is and may be useful to some scholars. If proponents of the concept are able to unify their ideas, it may serve a descriptive function, but given that lack of a testable explanatory mechanism, it does not have a clear heuristic function.


2014 ◽  
Vol 2014 ◽  
pp. 1-12 ◽  
Author(s):  
Lei You ◽  
Jianbo Li ◽  
Changjiang Wei ◽  
Chenqu Dai ◽  
Jixing Xu ◽  
...  

Routing in delay tolerant networks (DTNs) is a challenge since it must handle network partitioning, long delays, and dynamic topology. Meanwhile, routing protocols of the traditional mobile ad hoc networks (MANETs) cannot work well due to the failure of its assumption that most network connections are available. In this paper, we propose a hop count based heuristic routing protocol by utilizing the information carried by the peripatetic packets in the network. A heuristic function is defined to help in making the routing decision. We formally define a custom operation for square matrices so as to transform the heuristic value calculation into matrix manipulation. Finally, the performance of our proposed algorithm is evaluated by the simulation results, which show the advantage of such self-adaptive routing protocol in the diverse circumstance of DTNs.


2019 ◽  
Vol 7 (1) ◽  
pp. 113
Author(s):  
Dina Handayani ◽  
Sarwiji Suwandi ◽  
Budhi Setiawan

<em>This research aims to describe and explain: (1) the conversation structure in the classroom interaction of Indonesian language subject between teachers-students and among students and (2) the language function of the teachers' language and students' language in the classroom interaction. This research was conducted at SMA Negeri 2 Sragen. The subjects of this study were the use of language the teacher and students in Indonesian language course. The data in the form of sentences and discourse were analyzed by Sinclair &amp; Cotlthard (1975) theory and Halliday (1973) theory. This research belongs to qualitative research using case study methods. The results of this study are; first, in the teachers-students conversation structure and the students-students conversation structure found new actions, namely, repeat. Both of the sequences of the conversation structure unit are from the largest to the smallest, namely: lesson, transaction, exchange, move, and act. Second, the language functions in the teachers’ language and students’ language, namely: the instrumental function, the regulatory function, the interaction function, the representational function, the personnel function, and the heuristic function.</em>


2010 ◽  
Vol 19 (03) ◽  
pp. 335-346 ◽  
Author(s):  
SAMANEH HOSSEINI SEMNANI ◽  
KAMRAN ZAMANIFAR

The problem of finding the best quantum time in multi-level processor scheduling is addressed in this paper. Processor scheduling is one of the most important issues in operating systems design. Different schedulers are introduced to solve this problem. In one scheduling approach, processes are placed in different queues according to their properties, and the processor allocates time to each queue iteratively. One of the most important parameters of a processor's efficiency in this approach is the amount of time slices associated to each processor queue. In this paper, an ant colony optimization (ACO) algorithm is presented to solve the problem of finding appropriate time slices to assign to each processor queue. In this technique, each ant tries to find an appropriate scheduling. Ant algorithm searches the problem space to find the best scheduling. The quality of each ant's solution is evaluated using a new fitness function. This fitness function is designed according to the evaluation parameters of each processor queue and also according to the queue theory's relations. Also a heuristic function is presented which prompts ant to select better solutions. Computational tests are presented and the comparisons made with genetic algorithm (GA) and particle swarm optimization (PSO) algorithms which try to solve same problem. The results show the efficiency of this algorithm.


Author(s):  
Shaun Downey ◽  
Darryl Charles

This paper reports on the creation of an application capable of producing intelligent character behavior based on distribution of Artificial Intelligence. To develop, test and experiment on applied Artificial Intelligence, computer games are quickly becoming the ideal simulation test bed for the implementation of computer generated AI. The application of Artificial Intelligence algorithms create immersive game-play where human players can interact with non-player characters and interactions with the environment helps shape the way in which games are played. A-Star pathfinding utilizes a heuristic function implementing cost of moving through a virtual world, this actively affects how an agent responds to a situation and can alter its decision making. This paper describes the implementation of the A-Star algorithm combined with gameplay mechanics used to simulate multi-agent communication within a randomly generated game-world.


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