Simulink-Based Online Algorithm Design Interface for Web-Based Control Laboratory

Author(s):  
Liwei Xue ◽  
Wenshan Hu ◽  
Guo-Ping Liu ◽  
Hong Zhou
2008 ◽  
Vol 41 (2) ◽  
pp. 12643-12648 ◽  
Author(s):  
W.S. Hu ◽  
G.P. Liu ◽  
D. Rees ◽  
Y.L. Qiao

Author(s):  
Emiliano Pérez ◽  
Alejandro Rodriguez ◽  
Inés Tejado

Author(s):  
Pan Xu ◽  
Yexuan Shi ◽  
Hao Cheng ◽  
John Dickerson ◽  
Karthik Abinav Sankararaman ◽  
...  

Online bipartite matching and allocation models are widely used to analyze and design markets such as Internet advertising, online labor, and crowdsourcing. Traditionally, vertices on one side of the market are fixed and known a priori, while vertices on the other side arrive online and are matched by a central agent to the offline side. The issue of possible conflicts among offline agents emerges in various real scenarios when we need to match each online agent with a set of offline agents.For example, in event-based social networks (e.g., Meetup), offline events conflict for some users since they will be unable to attend mutually-distant events at proximate times; in advertising markets, two competing firms may prefer not to be shown to one user simultaneously; and in online recommendation systems (e.g., Amazon Books), books of the same type “conflict” with each other in some sense due to the diversity requirement for each online buyer.The conflict nature inherent among certain offline agents raises significant challenges in both modeling and online algorithm design. In this paper, we propose a unifying model, generalizing the conflict models proposed in (She et al., TKDE 2016) and (Chen et al., TKDE 16). Our model can capture not only a broad class of conflict constraints on the offline side (which is even allowed to be sensitive to each online agent), but also allows a general arrival pattern for the online side (which is allowed to change over the online phase). We propose an efficient linear programming (LP) based online algorithm and prove theoretically that it has nearly-optimal online performance. Additionally, we propose two LP-based heuristics and test them against two natural baselines on both real and synthetic datasets. Our LP-based heuristics experimentally dominate the baseline algorithms, aligning with our theoretical predictions and supporting our unified approach.


2014 ◽  
Vol 10 (6) ◽  
pp. 10 ◽  
Author(s):  
Wenshan Hu ◽  
Hong Zhou ◽  
Zhi-Wei Liu ◽  
Liang Zhong

2006 ◽  
Vol 39 (6) ◽  
pp. 361-364
Author(s):  
E. Granado ◽  
W. Colmenares ◽  
M. Strefezza ◽  
A. Alonso

2021 ◽  
Vol 2021 ◽  
pp. 1-10
Author(s):  
Hongkun Zhang ◽  
Xinmin Liu

Cloud-based services have been increasingly used to provide on-demand access to a large amount of computing requests, such as data, computing, resources, and so on, in which it is vitally important to correctly select and assign the right resources to a workload or application. This paper presents a novel online reverse auction scheme based on online algorithm for allocating the cloud computing services, which can help the cloud users and providers to build workflow applications in a cloud computing environment. The online reverse auction scheme consists of three parts: online algorithm design, competitive ratio calculation, and performance valuation. The online reverse auction-based algorithm is proposed for the cloud user agent to choose the final winners based on Vickrey–Clarke–Groves (VCG) mechanism and online algorithm (OA). The competitive analysis is applied to calculate the competitive ratio of the proposed algorithm compared with the offline algorithm. This analysis method is significant to measure the performance of proposed algorithm, without the assumption of the distribution of cloud providers’ bids. The results prove that the proposed online reverse auction-based algorithm is the appropriate mechanism because it allows the cloud user agent to make purchase decisions without knowing the future bids. The difference of auction rounds and transaction cost can impressively influence and improve the performance of the proposed reverse auction algorithm.


2018 ◽  
Vol 14 (03) ◽  
pp. 20 ◽  
Author(s):  
Quan Ye ◽  
Wenshan Hu ◽  
Hong Zhou ◽  
Zhongcheng Lei ◽  
Shiqi Guan

The development of web-based online laboratory for engineering education has made big progress in recent years with state-of-the-art technologies. In order to further promote the effectiveness within an online virtual environment, the virtual reality (VR) interactive feature of WebVR Control laboratory based on HTML5 is presented in this paper. The educational objective is to assist the students or researchers to conduct a realistic and immersive experiment of control engineering with a head-mounted display (HMD) equipped. The implementation of the VR technique mainly relies on the Three.js graphic engine based on Web Graphics Library (WebGL) which has been supported by most of the mainstream web browsers in their latest version without a plugin embedded. At the end of the paper, the ball and beam system is taken as an example to illustrate the whole operational approach of the novel VR experiment in detail. While such a VR interactive feature hasn’t been integrated into some of the current web-based online laboratories, the technical solution could be inspirational for them.


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