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有关图灵的名词解释
有关图灵的名词解释谈及计算机科学史上最重要的人物,图灵(Alan Turing)无疑是一个不可忽视的名字。
他将计算机科学带入了一个新的纪元,开创了许多重要的概念和理论。
本文将解释和探讨与图灵相关的几个重要名词。
1. 图灵机(Turing Machine)图灵机被认为是计算机科学的奠基之石。
它是一种理论计算机模型,由图灵于1936年提出。
图灵机包括一个无限长的纸带和一种移动的读写头。
纸带上划分成了一系列的格子,每个格子上可以写入一个符号。
读写头可以在纸带上进行读取、写入和移动操作。
图灵机的规则包括一个状态表,定义了读写头在纸带上移动的方式和每次移动后需要执行的操作。
图灵机是一种抽象的、理论上的计算机模型,可以模拟任何其他的计算机或计算过程。
2. 图灵完备性(Turing Completeness)图灵完备性是指一种计算系统具备与图灵机等价的计算能力。
如果一个计算系统具备图灵完备性,那么它可以模拟图灵机,也就是说,可以执行任何图灵机能执行的计算任务。
图灵完备性是计算机科学中的一个重要概念,用于评估和比较不同计算系统的能力。
3. 图灵测试(Turing Test)图灵测试是图灵于1950年提出的一个概念性测试,用于评估机器是否具备智能。
在图灵测试中,一个人与一台机器进行文字交流,如果这个人无法确定他在与机器还是与另一个人交流,那么这台机器被认为通过了图灵测试,具备了智能。
图灵测试是人工智能领域的一个重要指标,至今仍被广泛应用于衡量机器智能水平。
4. 图灵奖(Turing Award)图灵奖是计算机科学领域最高荣誉,由美国计算机协会(ACM)每年颁发给在计算机科学领域做出杰出贡献的人士。
该奖项以图灵的名字命名,旨在纪念他对计算机科学的重要贡献。
图灵奖在计算机科学界具有极高的声望,获得该奖的人士被认为是对计算机科学做出了突出贡献的杰出人物。
5. 图灵研究所(Turing Institute)图灵研究所是一个致力于推动科学和工程领域创新的机构。
智慧树知到《人工智能基础》章节测试答案
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SVM鏄竴绉嶅吀鍨嬬殑锛堬級妯″瀷A.鎰熺煡鏈?B.绁炵粡缃戠粶C.浜岀被鍒嗙被D.鑱氱被绛旀: 浜岀被鍒嗙被11銆? 鍏充簬鏍囨敞锛屼笅鍒楄娉曟纭殑鏄?A.鍦⊿VM涓紝璁粌闆嗙殑鏁版嵁鏄粡杩囨爣娉ㄧ殑B.鍦⊿VM涓紝娴嬭瘯闆嗙殑鏁版嵁涓嶇敤鏍囨敞C.鍦⊿VM涓紝璇嗗埆鐩爣鐨勬暟鎹槸缁忚繃鏍囨敞D.浠ヤ笂閮戒笉瀵?绛旀: 鍦⊿VM涓紝璁粌闆嗙殑鏁版嵁鏄粡杩囨爣娉ㄧ殑12銆? 澧炲姞鍒嗙被鍣ㄨ缁冮泦鐨勬璐熸牱鏈泦鏁伴噺锛堬級A.涓嶅ソ璇?B.浼氭彁楂樺垎绫诲櫒鏁堟灉C.杩橀渶瑕佸鍔犳祴璇曢泦鐨勬璐熸牱鏈泦鏁伴噺鎵嶈兘鎻愰珮鍒嗙被鍣ㄦ晥鏋?D.涓嶄細鎻愰珮鍒嗙被鍣ㄦ晥鏋?E.浠ヤ笂鍏ㄦ槸绛旀: 涓嶅ソ璇?13銆? 鎶婃牱鏈墍灞炵殑绫诲瀷鍜屾牱鏈疄鐜板搴旇捣鏉ヨ绉颁负()A.娴嬭瘯B.璁粌C.鏍囨敞D.鍒嗙被绛旀: 鏍囨敞14銆? 鍒嗙被鍣ㄦ祴璇曠殑浣滅敤鏄?A.鑾峰緱妫€娴嬬洰鏍囩殑鍒嗙被B.鍒ゆ柇娴嬭瘯闆嗘牱鏈€夋嫨鏄惁鍚堥€?C.鍒ゆ柇娴嬭瘯闆嗘牱鏈爣娉ㄦ槸鍚﹀悎閫?D.妫€楠屽垎绫诲櫒鐨勬晥鏋?绛旀: 妫€楠屽垎绫诲櫒鐨勬晥鏋?15銆? 涓嬪垪鍙欒堪涓叧浜庡綊涓€鍖栦笉姝g‘鐨勬槸锛堬級A.褰掍竴鍖栧悗锛屾墍鏈夊厓绱犲拰涓?B.褰掍竴鍖栧悗锛屾墍鏈夊厓绱犲€艰寖鍥村湪锛?,1锛?C.褰掍竴鍖栧悗锛屾墍鏈夊厓绱犲€艰寖鍥村湪[0,1]D.褰掍竴鍖栦篃琚О涓烘爣鍑嗗寲绛旀: 褰掍竴鍖栧悗锛屾墍鏈夊厓绱犲€艰寖鍥村湪锛?,1锛?16銆佹繁搴﹀涔犱腑锛屽父鐢ㄧ殑褰掍竴鍖栧嚱鏁版槸锛堬級鍑芥暟A.SoftMaxB.SoftMinC.MicroMaxD.MicroMin绛旀:SoftMax绗笁绔?1銆? 鏈夌壒寰侊紝鏃犳爣绛剧殑鏈哄櫒瀛︿範鏄紙锛?A.鐩戠潱瀛︿範B.鍗婄洃鐫e涔?C.鏃犵洃鐫e涔?D.寮哄寲瀛︿範绛旀:C2銆? 鏃犵洃鐫e涔犲彲瀹屾垚浠€涔堜换鍔★紙锛?A.鍒嗙被B.鍥炲綊C.鑱氱被D.鍒嗙被銆佸洖褰掋€佽仛绫?绛旀:C3銆? 瀵绘壘鏁版嵁涔嬮棿鐨勭浉浼兼€у苟灏嗕箣鍒掑垎缁勭殑鏂规硶绉颁负锛堬級A.鍒嗙粍B.鍒嗙被D.鑱氱被绛旀:D4銆? 鐢靛奖鎺ㄨ崘绯荤粺鏄互涓嬪摢浜涚殑搴旂敤瀹炰緥鈶犲垎绫烩憽鑱氱被鈶㈠己鍖栧涔犫懀鍥炲綊锛堬級A.鍙湁鈶?B.鍙湁鈶?C.闄や簡鈶?D.浠ヤ笂閮芥槸绛旀:D5銆? 涓嬪垪涓や釜鍙橀噺涔嬮棿鐨勫叧绯讳腑,鍝釜鏄嚱鏁板叧绯伙紙锛?A.瀛︾敓鐨勬€у埆鍜屼粬鐨勮嫳璇垚缁?B.浜虹殑宸ヤ綔鐜涓庡仴搴?C.瀛╁瓙鐨勮韩楂樺拰鐖朵翰鐨勮韩楂?D.姝f柟褰㈢殑杈归暱鍜岄潰绉?绛旀:D6銆? 鍒濆鍖栭噰鐢ㄩ殢鏈哄垎閰嶇殑K鍧囧€肩畻娉曪紝涓嬮潰鍝釜椤哄簭鏄纭殑锛堬級銆傗憼鎸囧畾绨囩殑鏁扮洰锛? 鈶¢殢鏈哄垎閰嶇皣鐨勮川蹇冿紱鈶㈠皢姣忎釜鏁版嵁鐐瑰垎閰嶇粰鏈€杩戠殑绨囪川蹇冿紱鈶e皢姣忎釜鐐归噸鏂板垎閰嶇粰鏈€杩戠殑绨囪川蹇冿紱鈶ら噸鏂拌绠楃皣鐨勮川蹇冿紱A.鈶犫憽鈶⑩懁鈶?B.鈶犫憿鈶♀懀鈶?C.鈶♀憼鈶⑩懀鈶?D.浠ヤ笂閮戒笉鏄?7銆佷粠鏌愪腑瀛﹂殢鏈洪€夊彇8鍚嶇敺鐢燂紝鍏惰韩楂榵(cm)鍜屼綋閲峺(kg)鐨勭嚎鎬у洖褰掓柟绋嬩负y=0.849x-85.712锛屽垯韬珮172cm鐨勭敺瀛︾敓锛屽張鍥炲綊鏂圭▼鍙互棰勬姤鍏朵綋閲嶏紙锛夈€?A.涓?0.316kgB.绾︿负60.316kgC.澶т簬60.316kgD.灏忎簬60.316kg绛旀:B8銆? 浠ヤ笅涓嶅睘浜庤仛绫荤畻娉曠殑鏄紙锛夈€?A.K鍧囧€肩畻娉?B.AGNES绠楁硶C.DIANA绠楁硶D.鏈寸礌璐濆彾鏂畻娉?绛旀:D9銆? Z绛変簬锛革紝鍒橺涓庯几涔嬮棿灞炰簬锛堬級A.瀹屽叏鐩稿叧B.涓嶅畬鍏ㄧ浉鍏?C.涓嶇浉鍏?D.瀹屽叏涓嶇浉鍏?绛旀:A10銆? 鍥狅細缁忓父鎸戦锛涙灉锛氳韩鏉愮煯灏忋€傝繖缁勫洜銆佹灉涔嬮棿灞炰簬锛堬級鍏崇郴銆?A.瀹屽叏鐩稿叧B.涓嶅畬鍏ㄧ浉鍏?C.涓嶇浉鍏?D.瀹屽叏涓嶇浉鍏?绛旀:B11銆? 锛堬級鏄寚鏍规嵁鈥滅墿浠ョ被鑱氣€濆師鐞嗭紝灏嗘湰韬病鏈夌被鍒殑鏍锋湰鑱氶泦鎴愪笉鍚岀殑缁勩€?A.鑱氱被B.鍥炲綊C.鍒嗙被D.闈炵洃鐫e涔?绛旀:A12銆佺幇娆插垎鏋愭€у埆銆佸勾榫勩€佽韩楂樸€侀ギ椋熶範鎯浜庝綋閲嶇殑褰卞搷锛屽鏋滆繖涓綋閲嶆槸灞炰簬瀹為檯鐨勯噸閲忥紝鏄繛缁€х殑鏁版嵁鍙橀噺锛岃繖鏃跺簲閲囩敤锛堬級锛涘鏋滃皢浣撻噸鍒嗙被锛屽垎鎴愰珮銆佷腑銆佷綆杩欎笁绉嶄綋閲嶇被鍨嬩綔涓哄洜鍙橀噺锛屽垯閲囩敤锛堬級銆?A.绾挎€у洖褰? 绾挎€у洖褰?B.閫昏緫鍥炲綊閫昏緫鍥炲綊C.閫昏緫鍥炲綊绾挎€у洖褰?D.绾挎€у洖褰? 閫昏緫鍥炲綊绛旀:D13銆? 鏈夌壒寰侊紝鏈夐儴鍒嗘爣绛剧殑鏈哄櫒瀛︿範灞炰簬锛堬級銆?A.鐩戠潱瀛︿範B.鍗婄洃鐫e涔?C.鏃犵洃鐫e涔?D.寮哄寲瀛︿範绛旀:B14銆? 涓嬮潰涓や釜涓ゅ畬鍏ㄧ浉鍏崇殑鏄紙锛夈€?A.鍦嗗舰鐨勯潰绉笌鐩村緞B.闀挎柟褰㈢殑闈㈢Н涓庤竟闀?C.瀛╁瓙鐨勮韩楂樹笌鐖朵翰韬珮D.姣忓ぉ鐨勬俯搴﹀拰瀛h妭绛旀:A15銆? 鏈哄櫒瀛︿範鍖呮嫭锛?A.鐩戠潱瀛︿範B.鍗婄洃鐫e涔?C.鏃犵洃鐫e涔?D.寮哄寲瀛︿範绛旀:16銆? 涓や釜鍙橀噺涔嬮棿鐨勫叧绯诲寘鎷細A.瀹屽叏鐩稿叧B.涓嶅畬鍏ㄧ浉鍏?C.涓嶇浉鍏?D.璐熺浉鍏?绛旀:ABC17銆? 涓嬮潰鍝竴涓笉鏄仛绫诲父鐢ㄧ殑绠楁硶锛堬級銆?A.K鍧囧€肩畻娉?B.AGNES绠楁硶C.DIANA绠楁硶D.SVM绠楁硶绛旀:D18銆? 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2018年协作体数学奥林匹克夏令营o水平解析
2018年协作体数学奥林匹克夏令营o水平解析一、前言2018年协作体数学奥林匹克夏令营,作为一项具有挑战性和深度的数学活动,吸引着全国各地优秀的数学爱好者参与。
其中,o水平解析作为该夏令营的重要内容之一,具有一定的难度和复杂性。
本文将深入剖析2018年协作体数学奥林匹克夏令营o水平解析的相关内容,帮助读者更加全面、深刻和灵活地理解这一主题。
二、o水平解析的基本概念o水平解析是指在数学奥林匹克竞赛中,对o水平题目进行深入剖析,探讨解题思路和方法,以及解题过程中可能遇到的困难和技巧。
这需要对数学知识有着深厚的理解和灵活的运用,同时也需要具备较强的逻辑思维能力和解决问题的能力。
在2018年协作体数学奥林匹克夏令营中,o水平解析更是成为了参与者们深入思考和探讨的热点之一。
我们将对该夏令营中的o水平解析进行全面评估,并撰写一篇有价值的文章,帮助读者更好地理解这一主题。
三、解析题目和思路在2018年协作体数学奥林匹克夏令营中,o水平解析的题目主要涉及到数论、代数、几何等多个领域。
我们先从数论领域的题目入手,逐步深入探讨其中的解题思路和方法。
1. 数论题目解析题目:已知整数序列$${a_n}$$满足$$a_1 = 1$$,$$a_2 = 2$$,且$$a_{n+2} = a_{n+1} + \dfrac{(-1)^n}{a_n}$$,证明:对于任意的正整数$$n$$,$$a_n$$都是正整数。
解析思路:首先我们可以递归地计算出数列$$a_n$$的前几项,观察规律。
可以假设$$a_k$$是正整数,再来证明$$a_{k+1}$$也是正整数。
通过数学归纳法证明,最终得出结论。
2. 代数题目解析题目:设$$a,b,c$$是非负实数,且$$a+b+c=1$$,求证:$$a^2 + b^2 + c^2 + 2abc \leq 1$$。
解析思路:这是一个典型的不等式证明题,可以通过各种方法进行证明,如洛必达法则、绝对值法、柯西不等式等。
阿兰·麦席森·图灵
阿兰·麦席森·图灵百科名片图灵年轻时的照片图灵是英国著名的数学家和逻辑学家,被称为计算机科学之父、人工智能之父,是计算机逻辑的奠基者,提出了“图灵机”和“图灵测试”等重要概念。
人们为纪念其在计算机领域的卓越贡献而设立“图灵奖”。
中文名:阿兰·麦席森·图灵外文名:Alan Mathison Turing 国籍:英国民族:英格兰出生地:英国伦敦出生日期:1912年6月23日逝世日期:1954年6月7日职业:数学家及计算机逻辑学家毕业院校:剑桥大学国王学院信仰:科学主要成就:提出“图灵机”概念提出“图灵测试”概念开创非线性力学破解德国密码系统Enigma 代表作品:《论数字计算在决断难题中的应用》,《机器能思考吗?》目录[隐藏]人物履历人物生平人物大事年表图灵奖图灵机图灵实验人物履历人物生平人物大事年表图灵奖图灵机图灵实验[编辑本段]人物履历阿兰·麦席森·图灵(Alan Mathison Turing,1912.6.23—1954.6.7),英国数学家、逻辑学家,被称为计算机科学之父、人工智能之父。
1931年图灵进入剑桥大学国王学院,毕业后到美国普林斯顿大学攻读博士学位,二战爆发后回到剑桥,后曾协助军方破解德国的著名密码系统Enigma,帮助盟军取得了二战的胜利。
阿兰·麦席森·图灵,1912年生于英国伦敦,1954年死于英国的曼彻斯特,他是计算机逻辑的奠基者,许多人工智能的重要方法也源自于这位伟大的科学家。
他对计算机的重要贡献在于他提出的有限状态自动机也就是图灵机的概念,对于人工智能,它提出了重要的衡量标准“图灵测试”,如果有机器能够通过图灵测试,那他就是一个完全意义上的智能机,和人没有区别了。
他杰出的贡献使他成为计算机界的第一人,现在人们为了纪念这位伟大的科学家将计算机界的最高奖定名为“图灵奖”。
上中学时,他在科学方面的才能就已经显示出来,这种才能仅仅限于非文科的学科上,他的导师希望这位聪明的孩子也能够在历史和文学上有所成就,但是都没有太大的建树。
介绍电脑游戏功能英语作文
Computer games have become an integral part of modern entertainment,offering a wide range of features that cater to diverse interests and skill levels.Here is an overview of the functionalities that are commonly found in computer games:1.Interactive Storytelling:Many games feature intricate narratives that unfold as the player progresses through the game.Players often make choices that affect the storyline, leading to multiple endings and immersive experiences.2.Realistic Graphics:Advancements in technology have allowed for the creation of stunning visuals in games.Highdefinition textures,realistic lighting,and detailed character models contribute to a more engaging and believable gaming world.3.Multiplayer Capabilities:Online multiplayer features enable players to compete or cooperate with others from around the globe.This includes competitive modes like deathmatches,cooperative missions,and even largescale battles in massively multiplayer online games MMOs.4.Customization Options:Players can often personalize their gaming experience by customizing characters,weapons,and even game settings.This allows for a unique playstyle tailored to individual preferences.5.Achievements and Rewards:Many games incorporate a system of achievements or trophies that players can earn by completing specific tasks or challenges.These rewards can be a source of pride and motivation to explore all aspects of the game.6.Modding Support:Some games offer modding support,allowing players to create and share their own content,such as new levels,characters,or game mechanics.This can greatly extend the life of a game and offer new experiences beyond the original design.7.Virtual Reality VR Integration:With the advent of VR technology,some games offer a fully immersive experience where players can interact with the game world in a threedimensional space,using VR headsets and controllers.8.Esports and Competitive Gaming:Certain games are designed with competitive play in mind,leading to the rise of esports,where professional gamers compete in tournaments with large prize pools and global audiences.9.CrossPlatform Play:Modern games often support crossplatform play,allowing players on different devices,such as PCs,consoles,and mobile devices,to play together seamlessly.cational Content:Some computer games are designed with educational purposes, teaching players about history,science,or problemsolving skills in an engaging and interactive way.11.Accessibility Features:To cater to a wider audience,including those with disabilities, many games include accessibility options such as colorblind modes,adjustable controls, and screen reader compatibility.12.Dynamic Environments:Some games feature dynamic environments that change based on player actions or realworld time,adding an extra layer of realism and immersion.13.Save and Load Systems:Players can save their progress at any point and return to it later,allowing for flexible play sessions and reducing the frustration of losing progress.14.InGame Economies:Many games feature ingame economies where players can earn, trade,or purchase virtual goods,sometimes even with realworld currency.15.Regular Updates and DLC:Developers often release updates and downloadable content DLC to expand the game,fix bugs,and introduce new features,keeping the game fresh and engaging for players.These features not only enhance the gaming experience but also demonstrate the versatility and creativity of the gaming industry,ensuring that there is something for everyone in the world of computer games.。
玩游戏和写作业哪个好英语
Playing games and doing homework are two different activities that serve different purposes in a students life.Heres a detailed comparison between the two:cational Value:Doing Homework:Homework is designed to reinforce the concepts taught in class, helping students to practice and master the material.It often includes exercises,problems, and assignments that are directly related to the curriculum.Playing Games:While some educational games can have a positive impact on learning, most games are not designed with educational outcomes in mind.However,they can still offer indirect benefits,such as improving handeye coordination,strategic thinking,and problemsolving skills.2.Time Management:Doing Homework:Completing homework assignments is a key part of academic responsibility.It requires time management and discipline to ensure that tasks are completed before deadlines.Playing Games:Games can be a form of relaxation and entertainment,but they can also be timeconsuming.Its important for students to balance game time with academic responsibilities.3.Cognitive Skills:Doing Homework:Homework helps develop cognitive skills such as critical thinking, memory,and analytical abilities.It can also improve academic performance by reinforcing learning.Playing Games:Certain types of games,especially strategy and puzzle games,can enhance cognitive skills like spatial awareness,pattern recognition,and decisionmaking.4.Social Interaction:Doing Homework:Homework is typically an individual activity,although group projects can involve social interaction and collaboration.Playing Games:Many games,especially online multiplayer games,offer a platform for social interaction and teamwork.They can help develop communication and interpersonal skills.5.Mental Health:Doing Homework:While necessary for academic success,excessive focus on homework can lead to stress and burnout if not balanced with other activities. Playing Games:Games can be a healthy outlet for stress relief and can contribute to mental wellbeing when played in moderation.6.Creativity:Doing Homework:Creative thinking can be stimulated through openended assignments and projects that allow for personal expression and exploration.Playing Games:Games,particularly those that involve building or creating within the game world,can foster creativity and imagination.7.Career Preparation:Doing Homework:Homework is a fundamental part of preparing for higher education and future careers by building a strong academic foundation.Playing Games:While not a direct career preparation tool,certain skills developed through gaming,such as teamwork and strategic thinking,can be transferable to professional settings.In conclusion,both playing games and doing homework have their merits,and a balanced approach is essential.Homework is crucial for academic success and skill development, while games can offer relaxation,social interaction,and cognitive benefits.Its important for students to prioritize their homework but also allow time for games and other activities that contribute to a wellrounded lifestyle.。
国际计算思维挑战赛奖项设定
国际计算思维挑战赛奖项设定近年来,计算思维逐渐成为教育界的热门话题。
为了激发学生的创造力和解决问题的能力,许多国家纷纷举办国际计算思维挑战赛,并设立了丰厚的奖项。
本文将介绍国际计算思维挑战赛的奖项设定。
一、冠军奖项国际计算思维挑战赛的冠军奖项是最高荣誉,旨在表彰在比赛中表现最出色的团队。
冠军团队将获得奖杯、证书以及丰厚的奖金,以及为期一年的免费培训课程。
这些奖项的设定鼓励参赛者团结协作,追求卓越,推动计算思维在学生中的普及和发展。
二、亚军奖项亚军奖项是对在比赛中取得优异成绩的团队的表彰。
亚军团队将获得奖杯、证书以及一定金额的奖金,以及为期半年的免费培训课程。
此奖项的设定鼓励参赛者不断进取,为国家和社会的计算思维教育事业做出更多贡献。
三、季军奖项季军奖项是对在比赛中表现出色的团队的认可。
季军团队将获得奖杯、证书以及适当金额的奖金,以及为期三个月的免费培训课程。
这一奖项的设定旨在鼓励参赛者继续努力,不断提升计算思维和解决问题的能力。
四、优秀奖项除了前三名的奖项设定,国际计算思维挑战赛还设立了优秀奖项,以表彰其他表现突出的团队。
优秀奖获得者将获得证书和适当的奖金,以及为期一个月的免费培训课程。
这一奖项的设立旨在激励更多的学生参与计算思维的学习和实践,并为他们提供更多的机会和资源。
五、特别贡献奖项为了鼓励那些在计算思维领域做出特殊贡献的个人或组织,国际计算思维挑战赛还设立了特别贡献奖项。
这一奖项将授予那些在计算思维教育推广、研究和实践方面做出显著成就的个人或组织。
特别贡献奖获得者将获得奖杯、证书以及一定金额的奖金,以及特殊的荣誉和认可。
国际计算思维挑战赛的奖项设定着重表彰在比赛中表现出色的团队,鼓励他们继续努力并为计算思维的普及和发展做出更多贡献。
这些奖项的设立不仅激励了学生的学习热情,还促进了计算思维在全球范围内的推广和应用。
相信随着计算思维挑战赛的不断发展,奖项设定也将不断完善,为更多参赛者提供更多机会和鼓励。
关于申报2019年浙江省科学技术进步奖“脓毒症脓毒性休克发病机制、早期预警和规范化诊治的研究与应用”.doc
关于申报2019年浙江省科学技术进步奖“脓毒症/脓毒性休克发病机制、早期预警和规范化诊治的研究与应用”的公示一、项目名称脓毒症/脓毒性休克发病机制、早期预警和规范化诊治的研究与应用二、推荐者及推荐意见推荐者:浙江省卫生健康委员会脓毒症/脓毒症性休克发病率高、致残率高和死亡率高,是目前重症医学领域的焦点及难点之一。
该项目在前期系列创新研究成果基础上,发现脓毒症/脓毒性休克发生发展的新机制,首次发现几个早期预测脓毒症/脓毒性休克预后的独立危险因子,构建具有独立知识产权的脓毒症/脓毒性休克的早期预警和规范化诊疗体系,创建国际首个脓毒症/脓毒性休克早期、规范、综合防治模式,并在临床应用、推广。
项目成果发表论文65篇(被引用322次),专著主编副主编11部。
主持制定指南2项(分别被引用262次、117次),参与制定专家共识6项,获实用新型专利3件,软件著作权2件。
成功建立浙江省“重症医学”科技创新团队,培养国家卫生计生突出贡献中青年专家1位、浙江省卫生领军人才1位、浙江省突出贡献中青年专家1位、卫生创新人才3位、浙江省151人才工程第二层次2位、浙江省151人才工程第三层次1位、浙江省“医坛新秀”2位。
培养博士生8名、硕士生27名。
项目成果为寻找脓毒症/脓毒性休克的靶向治疗提供创新思路,有助于脓毒症/脓毒性休克的早期诊断、规范化诊疗,缩短脓毒症/脓毒性休克患者住院时间,减少住院费用,减少致残率和死亡率,具有重要的临床应用价值。
该项目具备良好的基础、充足的潜力、取得成果具有重要临床价值,推荐该项目申报浙江省科学技术进步奖一等奖。
三、项目简介脓毒症/脓毒症性休克发病率高、致残率高和死亡率高,是当前重症监护病房内的主要死亡原因之一,也是当代重症医学面临的主要焦点及难点之一。
急需明确脓毒症/脓毒性休克的发生机制,进一步对脓毒症/脓毒性休克进行早期预警和规范化诊治。
本项目组在前期工作基础上,继续研究创新发现脓毒症/脓毒性休克发生发展的新机制,首次发现几个早期预测脓毒症/脓毒性休克预后的独立危险因子,构建具有独立知识产权的脓毒症/脓毒性休克的早期预警和规范化诊疗体系,创建国际上首个包括院外、院内、ICU在内的脓毒症/脓毒性休克早期、规范、综合防治模式,并在临床应用、全国20余家医院推广实施。
scratch编程的教学目标
scratch编程的教学目标Scratch programming is a visual programming language that allows users, particularly beginners, to create interactive stories, games, and animations. As an educational tool, Scratch aims to achieve several teaching objectives. These objectives revolve around fostering creativity, problem-solving skills, and computational thinking, while also promoting collaboration and a growth mindset.One of the primary teaching goals of Scratch programming is to nurture creativity among learners. By providing a user-friendly interface and a wide range of sprites, backgrounds, and sound effects, Scratch encourages students to express their imagination and bring their ideas to life. Through the process of designing and developing their own projects, learners are empowered to think creatively, experiment with different concepts, and develop their unique style of storytelling or game creation.Another important objective of Scratch programming is to develop problem-solving skills. The visual nature of Scratch allows learners to break down complex problems into smaller, more manageable parts. By using coding blocks that fit together like puzzle pieces, students can logically structure their programs and identify potential errors or bugs. This process of decomposition and debugging helps learners develop critical thinking skills and enhancestheir ability to analyze problems and find effective solutions.Moreover, Scratch programming aims to promote computational thinking. Computational thinking refers to the ability to approach problems in a way that a computer can understand and solve them. By engaging with Scratch, students learn to think algorithmically, breaking down tasks into a series of steps and instructions. This computational thinking mindset is transferable to other domains and can empower learners to solve problems in various areas of their lives, not just in programming.Collaboration is another crucial aspect of Scratchprogramming. The Scratch online community provides a platform for learners to share their projects, collaborate with others, and receive feedback. This collaborative environment fosters communication, teamwork, and the exchange of ideas. By engaging in discussions and collaborating on projects, students learn from each other, gain new perspectives, and develop their social and communication skills.Lastly, Scratch programming aims to cultivate a growth mindset among learners. By using Scratch, students are encouraged to embrace challenges, persist in the face of setbacks, and view mistakes as opportunities for learning and improvement. The iterative nature of programming allows students to continuously refine and enhance their projects, reinforcing the idea that success comes through effort and perseverance.In conclusion, Scratch programming has several educational objectives. It aims to foster creativity, problem-solving skills, and computational thinking, while also promoting collaboration and a growth mindset. Byengaging with Scratch, learners can develop their creative thinking abilities, enhance their problem-solving skills, and cultivate a computational thinking mindset. Additionally, the collaborative nature of the Scratch community encourages communication and teamwork, while the iterative process of programming reinforces the importance of perseverance and embracing challenges.。
基于随机森林和投票机制的大数据样例选择算法
2021⁃01⁃10计算机应用,Journal of Computer Applications 2021,41(1):74-80ISSN 1001⁃9081CODEN JYIIDU http ://基于随机森林和投票机制的大数据样例选择算法周翔1,2,翟俊海1,2*,黄雅婕1,2,申瑞彩1,2,侯璎真1,2(1.河北大学数学与信息科学学院,河北保定071002;2.河北省机器学习与计算智能重点实验室(河北大学),河北保定071002)(∗通信作者电子邮箱mczjh@ )摘要:针对大数据样例选择问题,提出了一种基于随机森林(RF )和投票机制的大数据样例选择算法。
首先,将大数据集划分成两个子集,要求第一个子集是大型的,第二个子集是中小型的。
然后,将第一个大型子集划分成q 个规模较小的子集,并将这些子集部署到q 个云计算节点,并将第二个中小型子集广播到q 个云计算节点。
接下来,在各个节点用本地数据子集训练随机森林,并用随机森林从第二个中小型子集中选择样例,之后合并在各个节点选择的样例以得到这一次所选样例的子集。
重复上述过程p 次,得到p 个样例子集。
最后,用这p 个子集进行投票,得到最终选择的样例子集。
在Hadoop 和Spark 两种大数据平台上实现了提出的算法,比较了两种大数据平台的实现机制。
此外,在6个大数据集上将所提算法与压缩最近邻(CNN )算法和约简最近邻(RNN )算法进行了比较,实验结果显示数据集的规模越大时,与这两个算法相比,提出的算法测试精度更高且时间消耗更短。
证明了提出的算法在大数据处理上具有良好的泛化能力和较高的运行效率,可以有效地解决大数据的样例选择问题。
关键词:大数据;样例选择;决策树;随机森林;投票机制中图分类号:TP181文献标志码:AInstance selection algorithm for big data based onrandom forest and voting mechanismZHOU Xiang 1,2,ZHAI Junhai 1,2*,HUANG Yajie 1,2,SHEN Ruicai 1,2,HOU Yingzhen 1,2(1.College of Mathematics and Information Science ,Hebei University ,Baoding Hebei 071002,China ;2.Hebei Key Laboratory of Machine Learning and Computational Intelligence (Hebei University ),Baoding Hebei 071002,China )Abstract:To deal with the problem of instance selection for big data ,an instance selection algorithm based on RandomForest (RF )and voting mechanism was proposed for big data.Firstly ,a dataset of big data was divided into two subsets :the first subset is large and the second subset is small or medium.Then ,the first large subset was divided into q smaller subsets ,and these subsets were deployed to q cloud computing nodes ,and the second small or medium subset was broadcast to q cloud computing nodes.Next ,the local data subsets at different nodes were used to train the random forest ,and the random forest was used to select instances from the second small or medium subset.The selected instances at different nodes were merged to obtain the subset of selected instances of this time.The above process was repeated p times ,and p subsets of selected instances were obtained.Finally ,these p subsets were used for voting to obtain the final selected instance set.The proposed algorithm was implemented on two big data platforms Hadoop and Spark ,and the implementation mechanisms of these two big data platforms were compared.In addition ,the comparison between the proposed algorithm with the Condensed Nearest Neighbor (CNN )algorithm and the Reduced Nearest Neighbor (RNN )algorithm was performed on 6large datasets.Experimental results show that compared with these two algorithms ,the proposed algorithm has higher test accuracy and smaller time consumption when the dataset is larger.It is proved that the proposed algorithm has good generalization ability and high operational efficiency in big data processing ,and can effectively solve the problem of big data instance selection.Key words:big data;instance selection;decision tree;Random Forest (RF);voting mechanism0引言在信息技术飞速发展的时代,不仅技术在快速发展,数据也在呈指数型上升。
会下棋的机器人的350字作文
会下棋的机器人的350字作文英文回答:Playing chess is a skill that requires strategic thinking and decision-making. As a robot, I am programmed to play chess and have been equipped with the necessary algorithms and computational power to make complex calculations and analyze different game scenarios. With my advanced capabilities, I can evaluate the current position on the chessboard, anticipate my opponent's moves, and make the best possible moves to increase my chances of winning.For example, when playing chess, I consider various factors such as piece development, control of the center, pawn structure, and potential threats. I use my algorithms to evaluate the strength of different moves and determine the most optimal one. I can also calculate multiple moves ahead, allowing me to plan my strategy and anticipate my opponent's responses.In addition to my analytical abilities, I can alsolearn from my mistakes and improve my gameplay over time.By analyzing previous games and studying different strategies, I can adapt to different playing styles and develop my own unique approach to the game. This ability to learn and adapt gives me an advantage over human players who may struggle to keep up with the constantly evolving chess landscape.中文回答:下棋是一项需要战略思维和决策能力的技巧。
五年级上册数学知识和拓展内容手抄报
五年级上册数学知识和拓展内容手抄报In the fifth grade mathematics curriculum, students are introduced to a variety of important concepts and skills that build upon the foundation laid in previous grades. From learning about basic arithmetic operations like addition, subtraction, multiplication, and division to more complex topics like fractions, decimals, and geometric shapes, students are expected to develop a deeper understanding of fundamental mathematical principles.在五年级数学课程中,学生将学习各种重要的概念和技能,这些技能是建立在前几年所打下的基础之上的。
从学习基本的算术运算,如加法、减法、乘法和除法,到更复杂的主题,如分数、小数和几何形状,学生们被期望着对基本数学原则有更深入的理解。
One of the key goals of the fifth grade math curriculum is to help students develop critical thinking skills and problem-solving abilities. By engaging with challenging mathematical problems and learning to approach them systematically, students are able to sharpen their logical reasoning skills and develop a deeper appreciation for the beauty and elegance of mathematics.五年级数学课程的一个关键目标是帮助学生培养批判性思维能力和问题解决能力。
1956达特茅斯会议提出的概念
1956达特茅斯会议提出的概念1956年,达特茅斯会议(Dartmouth Conference)在美国新罕布什尔州达特茅斯学院(Dartmouth College)召开,聚集了一群领先的计算机科学家和人工智能研究者,共同探讨和交流计算机和人工智能领域的前沿问题。
在这次会议上,一系列重要的概念被提出并对计算机科学和人工智能领域的发展产生了深远的影响。
一、人工智能(Artificial Intelligence)达特茅斯会议是第一次正式提出“人工智能”(Artificial Intelligence)这一概念的重要场合。
人工智能是指利用计算机技术来模拟和实现人类智能的研究和应用领域。
与传统的计算机程序不同,人工智能系统可以从大量的数据中学习,具备感知、理解、推理、决策、自主行动等人类智能的基本能力。
二、机器学习(Machine Learning)在达特茅斯会议上,机器学习(Machine Learning)的概念也首次被提出。
机器学习是人工智能领域的一个重要分支,主要研究如何使计算机系统在无需明确编程的情况下自动学习和改进。
通过机器学习,计算机可以从数据中提取模式和规律,并利用这些知识来完成各种任务。
三、专家系统(Expert System)会议上还提出了专家系统(Expert System)的概念。
专家系统是一种基于知识库和推理机制的计算机程序,通过模拟人类专家的决策过程和知识判断能力,来解决特定的专业领域问题。
专家系统的出现为各个领域的决策和问题解决提供了新的途径。
四、自然语言处理(Natural Language Processing)自然语言处理(Natural Language Processing)也是达特茅斯会议上被提出的一个重要概念。
自然语言处理是人工智能领域涉及语言和计算机交互的一个子领域,研究如何使计算机能够理解、分析和处理人类自然语言。
该技术使得人与计算机之间的交流更加自然和高效。
alphagpt幂律
alphagpt幂律
(原创实用版)
目录
1.幂律的定义
2.AlphaGo 的定义
3.AlphaGo 与幂律的关系
4.AlphaGo 的胜利
5.幂律的意义
正文
幂律是统计力学中的一种分布律,描述了某些物理量如时间、长度、温度等的分布情况。
它的特点是大部分事件集中在均值附近,而极端事件的概率迅速下降。
这种分布律在自然界中普遍存在,如人类社会中的财富分布、互联网上的流量分布等。
AlphaGo 是谷歌人工智能实验室 DeepMind 开发的一款围棋人工智
能程序。
它采用了深度学习和强化学习的技术,通过自我对弈和大量数据学习,最终达到了人类顶尖的围棋水平。
AlphaGo 的定义是指能够通过自我对弈和深度学习,达到人类顶尖水平的围棋程序。
AlphaGo 与幂律的关系在于,AlphaGo 的胜利可以被视为一个幂律事件。
在 AlphaGo 与世界围棋冠军李世石的比赛中,AlphaGo 赢得了 4 场比赛,这可以看作是一个幂律分布的事件。
这是因为在围棋比赛中,胜利的概率通常集中在均值附近,而极端事件如一方赢得全部比赛或全部输掉的比赛的概率迅速下降。
AlphaGo 的胜利标志着人工智能在围棋领域的重大突破,也引起了人们对人工智能的广泛关注。
这一事件也反映了幂律在现实世界中的普遍存在,它提醒我们,在某些情况下,事件的分布可能不是正态分布,而是幂
律分布。
幂律的意义在于,它提供了一种描述和理解自然界和社会现象的新方法。
通过幂律,我们可以更好地理解一些复杂的现象,如财富分布、互联网流量分布等。
最强大脑关于知识辩论
最强大脑关于知识辩论IBM最强大脑AI辩手ProjectDebater代表了当前「计算辩论」研究的顶点。
在充斥着海量信息和误导文化的当下,我们期待实现完全自主辩论的AI系统能够促进智能辩论的发展,帮助建立更合理的论点,做出更明智的决策。
对于辩论的研究可以追溯到古希腊,当时古希腊哲学家如苏格拉底等人在市集上与人们讨论政治,辩论真理,辩论内容包罗万象。
人工智能专家NoamSlonim近日,IBM研究院研究员、希伯来大学人工智能专家NoamSlonim 和团队公布了相关研究ProjectDebater的进展,该系统通过扫描储存了4亿篇新闻报道和维基百科页面的档案库,自行组织开场白和反驳论点。
虽然最终仍然输给了人类辩手,但此次AI辩手的表现提供了一种可能:未来人工智能可以帮助人类制定并理解复杂的论点。
自然语言处理(NLP)算法NLP是指计算机自动理解、解读和处理人类语言(比如,话语和文本)。
NLP是人机互动的关键要素,IBMProjectDebater团队积极开展NLP研究也在情理之中。
2018年,IBM研究院则在美国旧金山的WatsonWest,首次展示了人类与智能机器之间的公开现场辩论赛。
双方辩手分别是IBM耗时逾六年研发的,首个能与人类进行复杂辩论的AI系统ProjectDebater(以下简称Debater),以及以色列国际辩论协会主席DanZafrir。
该研究强调了在技术发展过程中,在辩论中识别、产生和反驳论点的过程中,将不同组成部分结合起来的强大工程的重要性,每个组成部分处理一个特定的任务。
大概10年前,对人类话语进行分析,以确定引用证据来支持结论的方式——这个过程现在被称为「论点分析」,这明显超出了最先进的人工智能的能力范围。
从那时起,人工智能技术的进步和论证技术工程的日益成熟,再加上激烈的商业需求,该领域迅速扩张。
全世界有超过50个实验室在研究这个问题,包括所有大型软件公司的团队。
这一领域研究激增的原因是人工智能系统的直接应用能够识别大量文本中语言使用的统计规律,这种应用在人工智能的许多应用中起到了变革性的作用,但在论点挖掘方面还没有达到这样的进展。
简述对alphago、chatgpt的理解
AlphaGo 和ChatGPT 是人工智能领域的两个重要突破。
AlphaGo 是一个著名的人工智能程序,能够在围棋比赛中打败世界顶尖的选手。
它使用了深度强化学习技术,通过自我对弈和学习大量的围棋棋谱来提高自己的棋艺。
AlphaGo 的成功表明,人工智能在围棋等复杂游戏中已经能够达到超越人类的水平。
ChatGPT 是一个基于Transformer 架构的大型语言模型,能够生成自然语言文本。
它通过学习大量的文本数据来提高自己的语言理解和生成能力,可以用于聊天机器人、文本自动生成等应用场景。
ChatGPT 的出现表明,人工智能在自然语言处理领域已经取得了重大进展,能够生成高质量的自然语言文本。
总的来说,AlphaGo 和ChatGPT 都是人工智能领域的重要突破,展示了人工智能在不同领域的应用潜力和发展前景。
Geometric Modeling
Geometric ModelingGeometric modeling is a fundamental aspect of computer graphics and design. It involves the creation of virtual representations of objects and environments using mathematical and computational techniques. This process is essential for a wide range of applications, including video games, animation, virtual reality, and industrial design. However, geometric modeling can be a complex and challenging task, requiring a deep understanding of mathematical concepts and computational algorithms. One of the key challenges in geometric modeling is accurately representing the shape and structure of real-world objects in a virtual environment. This requires the use of advanced mathematical techniques, such as parametric curves and surfaces, to create smooth and realistic 3D models. Additionally, geometric modeling often involves the manipulation of complex geometric shapes, which requires a high level of precision and attention to detail. This can be particularly challenging when dealing with intricate or irregular shapes, such as organic forms or natural landscapes. Another significantchallenge in geometric modeling is ensuring that the virtual representations accurately reflect the physical properties of the objects they represent. This includes factors such as material properties, lighting, and shading, which all contribute to the overall realism of the virtual environment. Achieving this level of realism requires a deep understanding of physics and optics, as well as the ability to simulate these properties using computational algorithms. Additionally, geometric modeling often involves the creation of interactive environments, which adds another layer of complexity in terms of real-time rendering and user interaction. From a practical perspective, geometric modeling also presents challenges in terms of computational efficiency and resource management. Creating and manipulating complex 3D models can be computationally intensive, requiring significant processing power and memory resources. This can be a limiting factorfor applications such as video games and virtual reality, where real-time performance is crucial. Additionally, the storage and transmission of large 3D models can be a significant challenge, particularly in the context of web-based applications or mobile devices with limited bandwidth and storage capacity. In addition to these technical challenges, there are also important ethical andsocial considerations related to geometric modeling. For example, the creation of realistic virtual environments raises questions about the potential impact on human perception and behavior. Virtual reality, in particular, has the potential to blur the line between the virtual and physical worlds, raising concerns about the potential for addiction, escapism, and desensitization to real-world experiences. There are also ethical considerations related to the use of geometric modeling in fields such as medicine and engineering, where the accuracy and reliability of virtual representations can have significant real-world implications. Despite these challenges, geometric modeling offers a wide range of opportunities for innovation and creativity. Advances in computational power and graphics technology have expanded the possibilities for creating realistic and immersive virtual environments. This has led to the development of newapplications in areas such as architectural visualization, medical imaging, and virtual prototyping. Additionally, the growing popularity of 3D printing has created new opportunities for geometric modeling in the context of digital fabrication and manufacturing. In conclusion, geometric modeling is a complex and multifaceted field that presents a wide range of technical, ethical, and social challenges. However, it also offers significant opportunities for innovation and creativity, with the potential to impact a wide range of industries and applications. As technology continues to advance, the field of geometric modeling is likely to evolve, presenting new challenges and opportunities for those involved in the creation of virtual environments.。
alphagpt幂律
alphagpt幂律【原创版】目录1.概述2.幂律的定义3.AlphaGo 的背景和原理4.AlphaGo 的改进5.AlphaGo 的成就6.未来发展正文1.概述AlphaGo 是一款由 DeepMind 开发的人工智能围棋程序。
它于 2016 年击败了围棋世界冠军李世石,引起了全球范围内的广泛关注。
AlphaGo 的核心技术是基于深度学习和强化学习的,其中一个重要的概念是幂律。
2.幂律的定义幂律是指某个物理量与另一个物理量的关系可以表示为幂指数的形式,即 $A propto B^alpha$。
在 AlphaGo 中,幂律被用来描述棋子之间的重要性和关系。
3.AlphaGo 的背景和原理AlphaGo 的背景是围棋,这是一种非常复杂的棋类游戏,其规则简单但是可能的棋局数量极其庞大。
AlphaGo 的原理是基于深度学习和强化学习,它通过学习大量的棋局数据来提高自己的下棋水平。
4.AlphaGo 的改进AlphaGo 经过多次改进,其中最重要的一次是 AlphaGo Zero 的推出。
AlphaGo Zero 不再需要学习人类的棋局数据,而是直接从零开始自我对弈,通过不断的自我学习和优化来提高自己的下棋水平。
5.AlphaGo 的成就AlphaGo 的成就主要包括击败围棋世界冠军李世石、推出 AlphaGo Zero 和 AlphaGo Master 等。
它的成功标志着人工智能在围棋领域的重大突破,也引起了全球范围内的广泛关注。
6.未来发展AlphaGo 的未来发展方向主要是在围棋领域继续提高自己的下棋水平,以及将 AlphaGo 的技术应用到其他领域,如医疗、金融等。
话对的名词解释
话对的名词解释话对(Metaverse)是由“The Matrix”一词演化而来的短语,是指一个虚拟世界与现实世界相结合的新兴概念。
在话对中,人们可以通过虚拟现实技术与计算机生成的环境进行交互,并与其他用户进行实时互动。
这一概念的流行主要得益于科技公司和VR游戏开发商的不断探索和创新。
在话对中,人们可以创建自己的虚拟分身,通过头戴式显示器等设备将自己置身于虚拟世界之中。
这个虚拟世界可以是一个虚拟城市、一个科幻星球甚至是一个经验丰富的历史时代。
用户可以与其他虚拟世界的居民进行交流,参加各种活动,甚至创造属于自己的虚拟商品。
话对的概念最初由尼尔·古登雷奇(Neal Stephenson)在他的科幻小说《雪崩》(Snow Crash)中提出。
小说中描述了一个虚拟世界的草创阶段,人们通过头戴式设备进入虚拟空间并与其他用户交流。
小说的作者预测了互联网的崛起,并对虚拟现实技术和虚拟社交的发展趋势有相当准确的预见。
虽然最初的话对概念仅仅存在于科幻小说中,但现实世界中的科技公司和游戏开发商认识到了话对的潜力,并开始积极探索和实践。
Facebook于2021年宣布,他们公司的未来战略将会转向话对,投资至少100亿美元用于开发话对技术和平台。
其他科技巨头如谷歌、苹果和微软也都在积极投入话对领域的研发和创新。
话对的概念在娱乐产业中也得到了广泛应用。
虚拟现实游戏如《Mosh pit》和《Beat Saber》带给玩家身临其境的游戏体验,让他们可以在虚拟现实中与其他玩家互动,共同探索游戏的世界。
此外,话对还可以用于虚拟会议和远程工作,使人们能够更加直观地与他人进行合作和交流。
虽然话对的发展前景看好,但这一概念还面临一些挑战和争议。
其中之一是技术的成本和可用性。
目前,想要体验高质量的话对体验,用户需要购买昂贵的设备,如头戴式显示器和控制器。
此外,虚拟现实技术的发展仍然处于初级阶段,存在着图像分辨率低、容易晕眩和移动限制等问题。
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Voting Games and Computational ComplexitybyGlenn W. Harrison and Tanga McDaniel†January 2001A BSTRACTVoting rules over three or more alternatives suffer from a general problem ofmanipulability. However, if the rule is “difficult” to manipulate, in some formalcomputational sense that is intrinsic to the rule or some cognitive sense specific tothe set of voters, then one might not observe manipulation in practice. Weevaluate this hypothesis using controlled laboratory experiments. We conclude thatone attractive rule, due originally to Condorcet, is indeed behaviorally incentive-compatible despite being theoretically manipulable if the underlying preferenceenvironment is “rich.”† Dewey H. Johnson Professor of Economics, Department of Economics, The Darla Moore School of Business, University of South Carolina (H ARRISON@), and Research Officer, Department of Applied Economics, University of Cambridge(T ANGA.M C D ANIEL@), respectively. We are grateful to Richland County Government for funding, and to David Kennison, Elisabet Rutström, Sandi Teel, Melonie Williams and Peyton Young for their comments.1. IntroductionVoting rules over three or more alternatives suffer from the general problem of manipulability. However, if the rule is “difficult” to manipulate, in some formal computational sense that is intrinsic to the rule or some cognitive sense specific to the set of voters, then one might not observe manipulation in practice. We evaluate this hypothesis using controlled laboratory experiments. We conclude that one attractive rule, originally due to Condorcet, is indeed behaviorally incentive-compatible despite being theoretically manipulable.Our goal is to see if one can use a relatively simple and attractive voting rule to elicit preferences over the public provision of a real commodity. The objects of social choice in our experiments are five categories of music, so we cannot use binary choice voting rules. In this context, the Gibbard-Satterthwaite Theorem implies that the only voting rule which is strategy proof for all possible preferences is dictatorial. Our hypothesis, however, is that there exist some voting rules which fall prey to the Gibbard-Satterthwaite Theorem only when one assumes that agents have infinite capacity to calculate best responses. Relaxing that assumption opens up a range of voting rules which may be difficult, in a well-defined computational sense, to successfully manipulate. In such a setting it is plausible that the subjects would resort to truthful revelation of preferences, in an attempt to “maximize the pie” instead of “ruining the pie by fighting over it.”In other words, the threat of a Pyrrhic Victory from the manipulation game may provide a behavioral incentive for subjects to respond truthfully.Our method is to design a series of controlled laboratory experiments in which we can elicit values over some real commodity. We have subjects make group choices over five musical categories such as the list of five in bold in Table 1. Subjects ranked the categories and circled one CD within each category, and group members then received the circled CD from the winning category as determined by the group vote. Thus, the individual chose the CD within the category, but the group chose the category according to some defined voting rule.1 Experiments designed to test theoretical predictions most commonly employ induced1 By having a choice of ten specific CDs within each category, we avoided uncertainty as to what constitutes “R&B” or “Rap.”- 1 -2 Random Dictator does not provide incentives for truthful revelation of choice below the top preference, since the version currently implemented only utilizes that top choice. It is a simple matter to extend Random Dictator such that it provides positive incentives over the entire set of choices. For example, assign points to the chosen dictator’s rankings in simple Borda style, then add a randomly generated number to each point score from a die throw, and select the choice with the highest number of points. With appropriate points parameterizations, this causes the subject to worry about secondary preferences, since his top preference may die at the hands of a lousy draw from a non-strategic Nature.- 2 -value methods under which subjects are endowed with preferences that are controlled as part of the experimental design. Our objective, however, is to elicit subjects’ homegrown (i.e.,non-experimentally induced) preferences over a real commodity. Our control experiment uses an extremely simple voting rule, Random Dictator, which provides strong incentives for truthful revelation of the most preferred choice of the individual.2 As the name suggests, one group member is chosen by a random draw after the individual choices are made and her stated preferences determine the group vote over categories. This is not a popular voting rule with social choice theorists since it fails to reliably deliver Pareto-efficient outcomes, but it is ideal for experimental purposes where the sole objective is to elicit true homegrown values for the most preferred alternative.Why do we need to use a rule such as Random Dictator? The reason is that it begs the very question of study, manipulability, if one relies on observed field rankings under some voting rule which has no strong a priori basis for encouraging truth-telling (TT). Such an approach is adopted by Levin and Nalebuff [1995; p.4]:“We have also taken some of the [voting] methods and applied them to voting data gathered fromBritish Union elections (data collected separately by N. Tideman and I.D. Hill). An interesting feature of these British elections is that voters are required to rank the candidates. As a result, knowing the voter ranking, we can simulate elections under a variety of electoral systems. It is perhaps remarkable thatamong the 30 elections we examined, with the exception of plurality rule and single transferable vote,none of the other seven [voting rule] alternatives considered gave a different top choice.”There can be no claim that the other voting rules would generate the same outcome unless some voting rule such as Random Dictator, which is arguably demand-revealing on an a priori basis, is used in the original union elections. The reason is that strategic behavior itself is likely to vary with the voting rule, as well as the very propensity to engage in manipulation. Thus it is premature to draw the conclusion stated, and apparently endorsed by Sen [1995; p.91/2]:“Even though these different voting schemes can give very different results, depending on the nature ofthe individual preferences and their similarity and mismatch, Levin and Nalebuff use data from electionsheld in British organizations to argue that whatever voting method had been chosen, it would actually3 See Appendix B, available at HTTP ://DMSWEB .BADM .SC .EDU /GLENN /CC .HTM .- 3 -have yielded the same or very similar outcomes. This raises the question whether the choice between these different voting schemes should be less agonizing than their formal differences suggest.”Although our null hypothesis contends that the choices should indeed be less agonizing, sincemany voting rules are probably too hard to successfully manipulate, some further agony is clearly warranted.The research experiment employs a voting rule attributed to Condorcet by Young [1988].It is a natural and intuitive extension of the idea of simple majority rule, to allow for thepossibility of Condorcet cycles forming. These cycles are broken by finding the group ranking which receives the greatest support in terms of pairwise comparisons. For problems of thedimensionality considered here we can easily determine this ranking by exhaustive evaluation; for larger dimensional problems we can use more efficient algorithms.3 Once this ranking has been determined, the group choice is just the distinguished element. We refer to this as a Condorcet-Consistent (CC) voting rule.The primary methodological innovation we offer is the use of a control experiment toelicit homegrown values for the top individual preference which have a strong a priori justification for being called “true values.” This control experiment takes the place of experimenter-induced values in standard experimental practice. We can then compare the top choice in the research experiment with the top choice in the control experiment to test our hypothesis. We can only test the hypothesis with respect to the top choice, even though all rankings are incentive-compatible under CC voting under that hypothesis.We conclude that our main hypothesis is valid when we evaluate it in a domain that wecharacterize as employing “tough” preferences, since individuals are assumed to know relatively less about the tastes of other group members. But we conclude that the main hypothesis is not generally valid under “simple” preferences, where taste are likely to be more homogeneous. In the latter case the validity of the hypothesis depends on whether or not the subjects are provided with detailed information about the voting rule.4 See Moulin [1988; Ch. 10] for an excellent exposition. If we place some restrictions on preferences then we can find many voting rules that are strategy-proof. Having a strategy-proof voting rule would make matters much easier: we could just announce the properties of the rule to agents, behaviorally encouraging TT. However, none of the restrictions that have been stated are particularly appealing in the present context (e.g., single-peak preferences) or easily interpreted (e.g., see Muller & Satterthwaite [1985; section 3]). Another escape route from the theorem is to consider the large numbers case. If there are an infinite number of voters, then it has been shown that many voting rules are strategy-proof. For example, the simple Plurality Rule (select the alternative that gets the most votes, with each agent casting one vote) has been studied in this “large numbers” context by Pazner and Wesley [1978]. The question then is how large is “large”? To a theorist the idea of 25 to 30 being arbitrarily large is laughable, and yet to an experimentalist it is perfectly plausible that a voting game of 10or more agents would behave just like the “large numbers” theory would predict. There is abundant evidence in many experimental games to support this hypothesis. Yet another way out of the theorem is to relax the condition that we have a strategy-proof voting rule. One way to relax this requirement is to find voting rules that have Nash Equilibria (NE) that implement the same outcome as would TT. It turns out that there are many such rules (see Peleg [1978] and Dutta &Pattanaik [1978]). The “trouble with Nash” is that there are generically lots of NE, only a subset of which are Pareto-efficient.- 4 -2. Attractive Voting RulesConsider the simple problem of getting people to vote on a group allocation of resources across a range of services that a local government can provide with a given budget. The fact that we will have many agents, many alternatives, and incomplete information on preferences immediately raises the Gibbard-Satterthwaite Theorem: that the only voting rule which isstrategy-proof for all possible preferences is “dictatorial.”4 The term “strategy-proof” here means that truth-telling (TT) is a dominant strategy for each agent, so that he does not need to know anything about the other agents’ preferences in order to figure out that TT is the best he can do.A “dictatorial” rule is one that gives one voter all of the power for all preference profiles, and is therefore not particularly attractive for field applications.In this section we discuss several attractive “escape routes” from theGibbard-Satterthwaite Theorem. This provides some background to the proposed solution we then examine. We propose two voting rules which meet our objectives of eliciting preferences from individuals for use in a group decision in a controlled laboratory setting. It is important to note that we are not seeking a rule which generates Pareto-efficient outcomes, merely one which elicits truthful responses. Moreover, we would like to have a voting rule which is (i) easy to explain to subjects, (ii) easy to implement, and (iii) difficult for subjects to strategically manipulate.5 Assume that everybody except the dictator have identical and strict rankings, but that the dictator is indifferent between all alternatives and chooses at random.6 Fishburn [1973; p.95] has some neat numerical intuition for this. For a given number of agents, generate all possible preference orderings for all agents, assuming that each combination occurs independently and equiprobably. Then the probability that a CW does not exist when the number of alternatives is 3, 4, 5, 6, and7 is 0.056, 0.111, 0.160, 0.202,and 0.239 when there are just 3 agents, for example. For any number of voters greater than two, the probability that a CW does not exist approaches one as the number of alternatives approaches infinity. For a given number of alternatives, the probability of there being no CW when there is an arbitrarily large number of voters is less than one but rapidly increases in the number of voters (e.g., for 3, 4, 5, 6 or 7 alternatives the probabilities are 0.088, 0.176, 0.251, 0.315 and 0.369).- 5 -2.1 Random DictatorOne simple voting rule chooses one voter at random and imposes her stated preferences on all the others. Since an individual’s stated preferences will then only affect the outcome if she is the “dictator,” the individual has no incentive to misrepresent. Although this voting method might seem artificial and unfair in some sense, it clearly gives the individual voter a positive incentive to tell the truth.It is easy to see that this voting rule is not always going to result in a Pareto outcome.5For this reason, it has been discarded by most economists searching for Pareto-efficient voting rules that are also demand-revealing. If one is only interested in eliciting preferences, however,the possible inefficiency of the voting rule can be ignored. Such a narrow focus is justifiable in a laboratory setting.2.2 Condorcet-Consistent VotingWhat if the set of true preferences that agents have is such that a “Condorcet winner”(CW) exists? A CW is an alternative that defeats every other alternative in pairwise comparisons.There is no assurance, without very restrictive assumptions on preferences, that a CW exists for all possible preference profiles.6So much for the bad news. The good news, however, is that if a CW exists and the number of agents is odd then a voting rule which selects it is strategy-proof (see Moulin [1988; Lemma 10.3,p.263]). Moreover, it is also known that in such a setting no coalition of the group can jointly misrepresent their preferences and make every coalition member better off. Coalition formation may not be a serious problem for large and decentralized surveys, but could be for smaller group decision-making in a centralized location such as a committee room.7 Alternatively, we could allow each agent to submit two sets of preferences if he chooses: the first set will be used to select a CW if one exists according to the set of such preferences submitted, and the second set will be used with one of the voting rules if there is no CW. One would have to have some credible way of assuring agents that we would not use the first set of preferences in place of the second set if a CW was not found, but that could be easily done by various logistical devices and/or independent auditors of the procedure. The first set of preferences would then be assumed by the observer to represent the true preferences, even if the latter set of preferences might be the ones used to determine the actual outcome of the vote.- 6 -Following a suggestion by Black [1958], why not have a two-stage voting rule in which we first see if there is a CW, select it if it exists, and go on to some other rule if a CW does not exist?The attractive feature of this rule is that there is some probability that a CW will exist, so why waste it?7Another alternative is to use the extension of Condorcet’s voting rule proposed by Young[1986][1988][1995] and Young and Levenglick [1978]. A CW is defined above as any alternative that defeats every other alternative in pairwise comparison. In other words, a majority of voters must find such an alternative preferable to all other alternatives. A simple example in which this does not occur is as follows. Let the alternatives be A, B and C, and let the symbol X ™ Y (Z) denote a majority vote of Z preferring X over Y . If we have A ™ B (8), A ™ C(6), B ™ A (5), B ™ C (11), C ™ A (7) and C ™ B (2), then we obtain the cyclic social ranking A ™B , B ™ C , and C ™ A . A CW as defined thus far does not exist.Condorcet proposed that such cycles be dealt with by choosing the social ranking that was “most likely.” To give further structure to this notion, posit a model in which (i) each agent votes sincerely in any pairwise comparison with some probability (strictly) greater than one-half that is the same across all voters, (ii) each voter’s preference on each pair of alternatives is independent of his preference on any other pair, and (iii) each voter states his preferences independently of other voters. Then search for the non-cyclic social ranking that has maximal support from the voters.This is a well-posed maximization problem which will always have a solution. In fact, it8 Young [1995; p.55, fn.4] offers a similar statement which is slightly different in one constraint but which leads to the same solution. 9 Details on the computer software which sets up this integer programming problem, uses GAMS to solve it, and reads the solution are provided in Appendix B (available at HTTP ://DMSWEB .BADM .SC .EDU /GLENN /CC .HTM ). 10 Specifically, we envisage embedding our social elicitation procedure into a two-stage procedure in which thevaluation of private citizens as a group is first elicited and then pooled with the rankings of the elected government of these citizens. Thus we might give the private citizens a 50% weight. In order to pool the rankings of these two agents we need to have the rankings of the former as well as the rankings of the latter. More generally, obtaining the rankings of any one group allows us to pool them with rankings obtained for other groups or individuals. Thus one might be interested in the valuation of New Mexico as a state for siting a nuclear waste site, or one might be interested in the SouthWest regional- 7 -can be obtained as the solution to the following integer programming problem:8maximizeZ = 'i,j V ij X ij subject toX ij 0 {0,1}œ i,j X ij + X ji = 1œ i,j 1 #X ij + X jk + X ki # 2œ i …j …k ,where X ij = 1 denotes a social preference for alternative i over j, X ij = 0 denotes the reverse preference, and V ij denotes the number of votes obtained by i over j .The first two constraint sets ensure that we express a strict social preference for allpairwise alternatives. The third constraint set ensures that social preferences are non-cyclic. The objective function to be maximized is the voting support for the social preference. This is astraightforward programming problem that may be solved using GAMS (see Brooke, Kendrick and Meeraus [1992]).9For the example given above, the social ranking that is consistent with Condorcet’s notion of the most probable ranking is A ™ B ™ C . The solution method implied by the aboveprogramming problem is quite different from the heuristic algorithm originally proposed by Condorcet himself (see Young [1988]). Our proposed voting rule, which we refer to as “Condorcet-Consistent,” is to use the Condorcet ranking to select the preferred option.There are four main virtues to using this ranking. First, it always exists and selects theCW whenever one exists. Second, it is very easy to explain to subjects, providing one does not go into details about the need to solve integer programming problems! Third, it generates a ranking rather than a single choice, and there are circumstances under which the former is more useful than the latter.10 Fourth, it is computationally difficult for subjects to strategically manipulate.valuation for such a commodity, or one might be interested in the national valuation. Our proposed ranking could be employed in all of these contexts. 11 The size of the voting problem may be defined with respect to the number of candidates, the number of voters, or both. 12 For a thorough description of the NP class of problems, see Garey and Johnson [1979]. They offer a nice cartoon defining the class of NP-complete problems: a forlorn programmer stands in front of his boss, explaining that while he could not solve the problem he was asked to, neither could a very long list of very smart people standing behind him with furried brows. More accurately, the problem he was asked to solve was “just like” the problem that bedeviled this long list of smart people. Hence there is a strong presumption that it is intrinsically difficult to solve; there is often no proof that it is hard to solve.- 8 -The last property is an important one for our main hypothesis.2.3 The Computational Difficulty of ManipulationComputational difficulty is defined rather narrowly in the computer science literature.Essentially, difficulty or complexity is measured with respect to the potential amount of time it takes to compute the solution to a problem. If the computation time of a solution is a polynomial function of the problem’s size, then the problem is said to be tractable.11 Formally, suchproblems belong to a class of problems called NP . The hardest problems within this class are called NP-complete .12For our purposes, the voting “problem” has two definitions: (i) determine the winning candidate, and (ii) determine if an individual can strategically misrepresent his preferences successfully (knowing the preferences of all other voters). If the first part can be shown to be a difficult computational problem then it would follow that the second part is likely to be hard,since it would be expected to involve solving many sub-problems of the first part.For any number of alternatives, n , there are n ! non-cyclic rankings. Thus, with fivealternatives the number of non-cyclic rankings is 120. Because the complexity of the voting rule increases polynomially with the number of alternatives, holding the number of voters constant,this voting rule satisfies the criteria stated earlier. That is, it is easy to explain and easy to implement in cases where n is relatively small (e.g., n # 6).There are claims in the computer science literature that many voting rules arecomputationally difficult to strategize against. For instance, Bartholdi, Tovey and Trick [1988]prove that the Kemeny [1959] Ranking rule has the property that computing the ranking of13 Kemeny Ranking is a voting rule which finds a “consensus ranking” of the alternatives. That is, it finds the social ranking of the alternative which minimizes the sum of the distances between voters’ preferences. 14 It is common to identify the two as the same, as in Levin and Nalebuff [1995; p.15]. However, there are some ambiguities in the original presentation of several rules by Kemeny [1959], noted by Young [1995; p.61]. Nonetheless, if one adopts the most common interpretation of Kemeny’s rule it is identical to the CC rule. 15 The experimental literature contains many instances of problems in which subjects have “collapsed” to truth-telling,despite the fact that such responses can be quickly shown not to be NE. The preference distortion game induced on the marriage problem by Harrison and McCabe [1995] is one example. As the dimensionality of the problem was increased by experimental treatment, they report a significantly greater tendency for subjects to report their true preferences. The- 9 -candidates and the winning candidate are NP -complete problems.13 For our purposes the CC voting rule is operationally equivalent to Kemeny Ranking.14 This implies that computing the winning candidate using the CC is also an NP -complete problem.However, proofs of this type often involve heavy reliance on “worst-case” scenarios. That is, the proofs target those cases for which the time it takes to compute a problem’s solution is an exponential function of the problem’s size. Most cases for which experimentalists are concerned are not “worst-case” in these respects, since the instance of the problem is fixed.Moreover, even if a problem’s solution does not require an exponential amount of time to compute, the computational problem may be “tough enough” that individuals have a difficult time determining how to misrepresent their preferences successfully. For example, if you are asked to state the number of seconds in a week, you might know that the answer is7×24×60×60, but without a pocket calculator you might be quickly out of your cognitive and computational depth at evaluating this expression. Can we say that you “know” the answer unless you actually say 604,800?These are issues which are bound to be context dependent and subjective, since different subjects are more or less likely to be able to access heuristics from field experience to solve such problems. Our point is that we should remain agnostic about the computational difficulty of certain problems. For our purposes the definitions that have been productive for the field of computer science are not necessarily appropriate here.Our central hypothesis, then, is that CC voting is computationally difficult for our subjects to strategize against. If so, and we observe the same responses as in our control experiment in which subjects have a strong incentive to tell the truth, we will say that the voting rule is behaviorally incentive compatible .15preference distortion game induced on the airport landing slot problem by Rassenti, Smith and Bulfin [1982], and on the gas network problem by McCabe, Rassenti and Smith [1989], are similar instances. 16 All of the instructions and written materials used for the experiment are shown in Appendix A, available at HTTP ://DMSWEB .BADM .SC .EDU /GLENN /CC .HTM .- 10 -3. Experimental DesignSubjects in our lab experiment were asked to vote over categories of CDs.16 CDs as acommodity are familiar to most individuals and can easily be grouped into natural musical categories. Moreover, CDs can be found within major music categories which are in the same price range. Given that our objective is to obtain a preference ranking over categories fromindividuals, this serves to reduce the likelihood that an individual would rank categories based on the expected price of the CDs within the categories.In each experiment subjects were asked to rank five different categories of music, such as the categories shown in Table 1. They were told that one category of music would be chosen for the group and that the category would be determined by a group vote. Every individual in thegroup received the specific CD of his or her choice from the selection of CDs in the category chosen by the group. Each of the five categories had a selection of ten CDs, again as illustrated in Table1. Thus although the group could impose the category “Rap” on some individuals, it could not force them to select a particular CD from the list of 10 available.We discuss three further aspects of our experimental design: the choice of voting rules,the provision of information about the voting rule, and the use of different preference profiles. Table 2 shows the complete experimental design.3.1 Voting RulesThere exist voting rules such as Random Dictator (RD) which are theoretically incentive compatible for the individual’s top choice. Using RD we can therefore elicit individuals’ true first preference for a commodity. With this information and a sufficiently randomized sample, we can use a different elicitation mechanism and compare the stated preferences of individuals for their top choice in the two different voting mechanisms. If the stated first preferences are statistically different between the two mechanisms, the extent of bias can be determined by comparison with。