Power consumption is a troublesome design constraint for HPC systems. If current trends continue, future petaflop systems will require 100 megawatts of power to maintain high-performance. To address this problem the power and energy characteristics of high performance systems must be characterised. The main idea of this project is to design a methodology for the optimal selection (minimal number of systems that maximise performance and minimise energy consumption) of a network topology for high performance applications using ultra-low-voltage microprocessors platforms (Intel® AtomTM Processor E3825 - Minnowboard).
"ModernCV" CV and Cover Letter
LaTeX Template
Version 1.1 (9/12/12)
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Xavier Danaux (xdanaux@gmail.com)
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As part of the NASA IMPACT program to model mechanical interactions with bodies in space such as comets, asteroids, and other Near Earth Objects (NEOs), the Colorado School of Mines team is designing a motor stage apparatus to interact with JSC-1A regolith simulant surfaces. This initial study involved development and testing of a prototype motor stage apparatus which was used to drive three types of probes into JSC-1A surfaces while collecting force data under standard Earth atmospheric conditions. The probes used were a conical-tipped probe, a wedge-tipped probe, and an anchoring probe. Main goals of the prototype system were to acquire general force trends for each interaction, and to isolate the most important design features for a more-complex in-vacuum system. Our data revealed force interactions that were very small in magnitude—on the order of tenths of Newtons—and more complex than our simple stiff beam probe and mount model could accurately predict. Our results lead us to recommend a more complex experimental model that can accurately represent deflection in the probes while also allowing for better measurement of regolith movement near the tip of the probes. Specifically, we recommend the following design features for the in-vacuum system: a load cell capable of measuring at very low ranges (thousandths of Newtons), reliability of structural axis alignment between trials, a robust mounting system that can accommodate each different type of probe, and consistency of sample preparation between trials.
In nearly all videogames, creating smart and complex artificial agents helps ensure an enjoyable and challenging player experience. Using a dodgeball-inspired simulation, we attempt to train a population of robots to develop effective individual strategies against hard-coded opponents. Every evolving robot is controlled by a feedforward artificial neural network, and has a fitness function based on its hits and deaths. We evolved the robots using both standard and real-time NEAT against several teams. We hypothesized that interesting strategies would develop using both evolutionary algorithms, and fitness would increase in each trial. Initial experiments using rtNEAT did not increase fitness substantially, and after several thousand time steps the robots still exhibited mostly random movement. One exception was a defensive strategy against randomly moving enemies where individuals would specifically avoid the area near the center line. Subsequent experiments using the NEAT algorithm were more successful both visually and quantitatively: average fitness improved, and complex tactics appeared to develop in some trials, such as hiding behind the obstacle. Further research could improve our rtNEAT algorithm to match the relative effectiveness of NEAT, or use competitive coevolution to remove the need for hard-coded opponents.
In this study we identify factors that affect a Major League Baseball (MLB) pitcher's salary. We are interested in knowing whether ability is a good indicator of compensation. To test this we created a model to predict the salaries of pitchers in the MLB.
Dreuw & Deselaer's Poster
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Paul Eivanhoe Alejandro
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