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IOR
2002
135views more  IOR 2002»
15 years 1 months ago
A Fluid Heuristic for Minimizing Makespan in Job Shops
We describe a simple on-line heuristic for scheduling job-shops. We assume there is a fixed set of routes for the jobs, and many jobs, say N, on each route. The heuristic uses saf...
J. G. Dai, Gideon Weiss
SAGT
2010
Springer
164views Game Theory» more  SAGT 2010»
15 years 7 days ago
On Nash-Equilibria of Approximation-Stable Games
Abstract. One reason for wanting to compute an (approximate) Nash equilibrium of a game is to predict how players will play. However, if the game has multiple equilibria that are f...
Pranjal Awasthi, Maria-Florina Balcan, Avrim Blum,...
CCGRID
2010
IEEE
14 years 11 months ago
Dynamic Load-Balanced Multicast for Data-Intensive Applications on Clouds
Data-intensive parallel applications on clouds need to deploy large data sets from the cloud's storage facility to all compute nodes as fast as possible. Many multicast algori...
Tatsuhiro Chiba, Mathijs den Burger, Thilo Kielman...
IWMM
2011
Springer
254views Hardware» more  IWMM 2011»
14 years 4 months ago
Short-term memory for self-collecting mutators
We propose a new memory model called short-term memory for managing objects on the heap. In contrast to the traditional persistent memory model for heap management, objects in sho...
Martin Aigner, Andreas Haas, Christoph M. Kirsch, ...
190
Voted
CVPR
2009
IEEE
16 years 9 months ago
Towards Total Scene Understanding: Classification, Annotation and Segmentation in an Automatic Framework
Given an image, we propose a hierarchical generative model that classifies the overall scene, recognizes and segments each object component, as well as annotates the image with ...
Fei-Fei Li 0002, Li-Jia Li, Richard Socher