نتایج جستجو برای: guess factor

تعداد نتایج: 848724  

1998
Thomas A. Henzinger Vlad Rusu

We study the reachability problem for hybrid automata. Automatic approaches, which attempt to construct the reachable region by symbolic execution, often do not terminate. In these cases, we require the user to guess the reachable region, and we use a theorem prover (Pvs) to verify the guess. We classify hybrid automata according to the theory in which their reachable region can be de ned nitel...

Journal: :CoRR 2016
Davi E. N. Frossard Igor O. Nunes Renato A. Krohling

Techniques such as clusterization, neural networks and decision making usually rely on algorithms that are not well suited to deal with missing values. However, real world data frequently contains such cases. The simplest solution is to either substitute them by a best guess value or completely disregard the missing values. Unfortunately, both approaches can lead to biased results. In this pape...

Journal: :Games 2018
Mourad El Ouali Christian Glazik Volkmar Sauerland Anand Srivastav

Mastermind game is a two players zero sum game of imperfect information. The first player, called “codemaker”, chooses a secret code and the second player, called “codebreaker”, tries to break the secret code by making as few guesses as possible, exploiting information that is given by the codemaker after each guess. In this paper, we consider the so called Black-Peg variant of Mastermind, wher...

2013
TIMOTHY A. DAVIS WILLIAM W. HAGER JAMES T. HUNGERFORD

This paper considers the problem of minimizing a convex, separable quadratic function subject to a knapsack constraint and a box constraint. An algorithm called NAPHEAP is developed for solving this problem. The algorithm solves the Karush-Kuhn-Tucker system using a starting guess to the optimal Lagrange multiplier and updating the guess monotonically in the direction of the solution. The start...

Journal: :Memory & cognition 2012
Victor Gombos Kathy Pezdek Kelly Haymond

A signal detection analysis assessed the extent to which forced confabulation results from a change in memory sensitivity (d(a)), as well as response criterion (β). After viewing a crime video, participants answered 14 answerable and 6 unanswerable questions. Those in the voluntary guess condition had a "don't know" response option; those in the forced guess condition did not. One week later, t...

Journal: :JIPS 2011
Neda Rohani Zainab Noferesti Javad Mohajeri Mohammad Reza Aref

Bivium is a simplified version of Trivium, a hardware profile finalist of the eSTREAM project. Bivium has an internal state size of 177 bits and a key length of 80 bits. In this paper, a guess and determine attack on this cipher is introduced. In the proposed method, the best linear approximations for the updating functions are first defined. Then by using these calculated approximations, a sys...

2002
Philip Hawkes Gregory G. Rose

This note presents a very simple guess and determine attack on Snow requiring 9 key stream words and about 2 computations.

2015
Nitin Agarwal Jia Chen

The objective of the project is to develop a system that takes a TV show or movie as input, and automatically detects and identifies all the celebrities shown in it. The system is useful for various applications such as video retrieval, automatic cast listing, etc. The task is more challenging than other face recognition tasks, because (a) compared to static pictures, videos have more motion bl...

2012
EMRAH KILIÇ HELMUT PRODINGER

A variation of the Filbert matrix from [1] is introduced, which has one additional Fibonacci factor in the numerator. We also introduce its Lucas counterpart by taking Lucas numbers instead of Fibonacci numbers in a similar manner. Explicit formulæ are derived for the LU-decompositions, their inverses, the inverse matrix, as well as the Cholesky decompositions. The approach is to use q-analysis...

Journal: :The American Mathematical Monthly 2009
Douglas Drinen Kathleen Grace Kennedy William M. Priestley

Suppose you and n of your friends play the following game. A random number from the uniform distribution on [0, 1] will be generated. This number is called the target. Each of you will independently guess what the target number will be and the person whose guess is closest will be declared the winner. In order to investigate an optimal strategy for this game, we need to assume something about y...

نمودار تعداد نتایج جستجو در هر سال

با کلیک روی نمودار نتایج را به سال انتشار فیلتر کنید