Periodic Resource Reallocation In Two-Echelon Repairable Item Inventory Systems,
2010
Singapore Management University
Periodic Resource Reallocation In Two-Echelon Repairable Item Inventory Systems, Hoong Chuin Lau, Jie Pan, Huawei Song
Research Collection School Of Computing and Information Systems
Given an existing stock allocation in an inventory system, it is often necessary to perform reallocation over multiple time points to address inventory imbalance and maximize availability. In this paper, we focus on the situation where there are two opportunities to perform reallocation within a replenishment cycle. We derive a mathematical model to determine when and how to perform reallocation. Furthermore, we consider the extension of this model to the situation allowing an arbitrary number of reallocations. Experimental results show that the two-reallocation approach achieves better performance compared with the single-reallocation approach found in the literature. We also illustrate how …
The Extent Of Clientelism In Irish Politics: Evidence From Classifying Dáil Questions On A Local-National Dimension,
2010
Technological University Dublin
The Extent Of Clientelism In Irish Politics: Evidence From Classifying Dáil Questions On A Local-National Dimension, Sarah Jane Delany, Richard Sinnott, Niall O'Reilly
Conference papers
The availability of the full text of Irish parliamentary questions offers opportunities for using machine learning techniques to examine the currently much discussed role of elected representatives (TDs) in the Irish parliamentary system. Bluntly, are TDs mainly national legislators or “constituency messenger boys”? This paper presents an initial investigation into the use of automated text classification techniques to categorise parliamentary questions from 1922 up to 2008 as national or local. The approach uses a bag of words representation, standard feature reduction methods and an SVM classifier. Initial results show there is very little evidence in the corpus of parliamentary questions …
Cognitive Effort For Multi Agent Systems,
2010
Technological University Dublin
Cognitive Effort For Multi Agent Systems, Luca Longo
Conference papers
Cognitive Effort is a multi-faceted phenomenon that has suffered from an imperfect understanding, an informal use in everyday life and numerous definitions. This paper attempts to clarify the concept, along with some of the main influencing factors, by presenting a possible heuristic formalism intended to be implemented as a computational concept, and therefore be embedded in an artificial agent capable of cognitive effort-based decision support. Its applicability in the domain of Artificial Intelligence and Multi-Agent Systems is discussed. The technical challenge of this contribution is to start an active discussion towards the formalisation of Cognitive Effort and its application in …
Introducing Communication In Dis-Pomdps With Locality Of Interaction,
2010
Kyushu University
Introducing Communication In Dis-Pomdps With Locality Of Interaction, Makoto Tasaki, Yuichi Yabu, Yuki Iwanari, Makoto Yokoo, Janusz Marecki, Pradeep Reddy Varakantham, Milind Tambe
Research Collection School Of Computing and Information Systems
The Networked Distributed POMDPs (ND-POMDPs) can model multiagent systems in uncertain domains and has begun to scale-up the number of agents. However, prior work in ND-POMDPs has failed to address communication. Without communication, the size of a local policy at each agent within the ND-POMDPs grows exponentially in the time horizon. To overcome this problem, we extend existing algorithms so that agents periodically communicate their observation and action histories with each other. After communication, agents can start from new synchronized belief state. Thus, we can avoid the exponential growth in the size of local policies at agents. Furthermore, we introduce …
Motion In Augmented Reality Games: An Engine For Creating Plausible Physical Interactions In Augmented Reality Games,
2010
Technological University Dublin
Motion In Augmented Reality Games: An Engine For Creating Plausible Physical Interactions In Augmented Reality Games, Brian Mac Namee, David Beaney, Qingqing Dong
Articles
The next generation of Augmented Reality (AR) games will require real and virtual objects to coexist in motion in immersive game environments. This will require the illusion that real and virtual objects interact physically together in a plausible way. The Motion in Augmented Reality Games (MARG) engine described in this paper has been developed to allow these kinds of game environments. The paper describes the design and implementation of the MARG engine and presents two proof-of-concept AR games that have been developed using it. Evaluations of these games have been performed and are presented to show that the MARG engine …
