Search results for " Computational"
showing 10 items of 661 documents
Real-Time Vector Automata
2013
We study the computational power of real-time finite automata that have been augmented with a vector of dimension k, and programmed to multiply this vector at each step by an appropriately selected $k \times k$ matrix. Only one entry of the vector can be tested for equality to 1 at any time. Classes of languages recognized by deterministic, nondeterministic, and "blind" versions of these machines are studied and compared with each other, and the associated classes for multicounter automata, automata with multiplication, and generalized finite automata.
Postselecting probabilistic finite state recognizers and verifiers
2018
In this paper, we investigate the computational and verification power of bounded-error postselecting realtime probabilistic finite state automata (PostPFAs). We show that PostPFAs using rational-valued transitions can do different variants of equality checks and they can verify some nonregular unary languages. Then, we allow them to use real-valued transitions (magic-coins) and show that they can recognize uncountably many binary languages by help of a counter and verify uncountably many unary languages by help of a prover. We also present some corollaries on probabilistic counter automata.
Unary languages recognized by two-way one-counter automata
2013
A two-way deterministic finite state automaton with one counter (2D1CA) is a fundamental computational model that has been examined in many different aspects since sixties, but we know little about its power in the case of unary languages. Up to our knowledge, the only known unary nonregular languages recognized by 2D1CAs are those formed by strings having exponential length, where the exponents form some trivial unary regular language. In this paper, we present some non-trivial subsets of these languages. By using the input head as a second counter, we present simulations of two-way deterministic finite automata with linearly bounded counters and linear--space Turing machines. We also show…
Tight bounds for the space complexity of nonregular language recognition by real-time machines
2011
We examine the minimum amount of memory for real-time, as opposed to one-way, computation accepting nonregular languages. We consider deterministic, nondeterministic and alternating machines working within strong, middle and weak space, and processing general or unary inputs. In most cases, we are able to show that the lower bounds for one-way machines remain tight in the real-time case. Memory lower bounds for nonregular acceptance on other devices are also addressed. It is shown that increasing the number of stacks of real-time pushdown automata can result in exponential improvement in the total amount of space usage for nonregular language recognition.
Emulation as an Accurate Alternative to Interpolation in Sampling Radiative Transfer Codes
2018
Computationally expensive radiative transfer models (RTMs) are widely used to realistically reproduce the light interaction with the earth surface and atmosphere. Because these models take long processing time, the common practice is to first generate a sparse look-up table (LUT) and then make use of interpolation methods to sample the multidimensional LUT input variable space. However, the question arise whether common interpolation methodsperform most accurate. As an alternative to interpolation, this paper proposes to use emulation, i.e., approximating the RTM output by means of the statistical learning. Two experiments were conducted to assess the accuracy in delivering spectral outputs…
Group Importance Sampling for particle filtering and MCMC
2018
Bayesian methods and their implementations by means of sophisticated Monte Carlo techniques have become very popular in signal processing over the last years. Importance Sampling (IS) is a well-known Monte Carlo technique that approximates integrals involving a posterior distribution by means of weighted samples. In this work, we study the assignation of a single weighted sample which compresses the information contained in a population of weighted samples. Part of the theory that we present as Group Importance Sampling (GIS) has been employed implicitly in different works in the literature. The provided analysis yields several theoretical and practical consequences. For instance, we discus…
Unsupervised Anomaly and Change Detection With Multivariate Gaussianization
2022
Anomaly detection (AD) is a field of intense research in remote sensing (RS) image processing. Identifying low probability events in RS images is a challenging problem given the high dimensionality of the data, especially when no (or little) information about the anomaly is available a priori. While a plenty of methods are available, the vast majority of them do not scale well to large datasets and require the choice of some (very often critical) hyperparameters. Therefore, unsupervised and computationally efficient detection methods become strictly necessary, especially now with the data deluge problem. In this article, we propose an unsupervised method for detecting anomalies and changes …
Semantics of UML 2.0 Activity Diagram for Business Modeling by Means of Virtual Machine
2005
The paper proposes a more formalized definition of UML 2.0 Activity Diagram semantics. A subset of activity diagram constructs relevant for business process modeling is considered. The semantics definition is based on the original token flow methodology, but a more constructive approach is used. The Activity Diagram Virtual machine is defined by means of a metamodel, with operations defined by a mix of pseudocode and OCL pre- and postconditions. A formal procedure is described which builds the virtual machine for any activity diagram. The relatively complicated original token movement rules in control nodes and edges are combined into paths from an action to action. A new approach is the us…
Visibly pushdown modular games,
2014
Games on recursive game graphs can be used to reason about the control flow of sequential programs with recursion. In games over recursive game graphs, the most natural notion of strategy is the modular strategy, i.e., a strategy that is local to a module and is oblivious to previous module invocations, and thus does not depend on the context of invocation. In this work, we study for the first time modular strategies with respect to winning conditions that can be expressed by a pushdown automaton. We show that such games are undecidable in general, and become decidable for visibly pushdown automata specifications. Our solution relies on a reduction to modular games with finite-state automat…
On the Complexity of Solving Subtraction Games
2018
We study algorithms for solving Subtraction games, which sometimes are referred to as one-heap Nim games. We describe a quantum algorithm which is applicable to any game on DAG, and show that its query compexity for solving an arbitrary Subtraction game of $n$ stones is $O(n^{3/2}\log n)$. The best known deterministic algorithms for solving such games are based on the dynamic programming approach. We show that this approach is asymptotically optimal and that classical query complexity for solving a Subtraction game is generally $\Theta(n^2)$. This paper perhaps is the first explicit "quantum" contribution to algorithmic game theory.