Results for "Julian Togelius"

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New And Surprising Ways to Be Mean. Adversarial NPCs with Coupled Empowerment MinimisationJun 04 2018Creating Non-Player Characters (NPCs) that can react robustly to unforeseen player behaviour or novel game content is difficult and time-consuming. This hinders the design of believable characters, and the inclusion of NPCs in games that rely heavily ... More
AlphaStar: An Evolutionary Computation PerspectiveFeb 05 2019Feb 08 2019In January 2019, DeepMind revealed AlphaStar to the world-the first artificial intelligence (AI) system to beat a professional player at the game of StarCraft II-representing a milestone in the progress of AI. AlphaStar draws on many areas of AI research, ... More
Evolving Game Skill-Depth using General Video Game AI AgentsMar 18 2017Most games have, or can be generalised to have, a number of parameters that may be varied in order to provide instances of games that lead to very different player experiences. The space of possible parameter settings can be seen as a search space, and ... More
AI Researchers, Video Games Are Your Friends!Dec 06 2016If you are an artificial intelligence researcher, you should look to video games as ideal testbeds for the work you do. If you are a video game developer, you should look to AI for the technology that makes completely new types of games possible. This ... More
Leveling the Playing Field -- Fairness in AI Versus Human Game BenchmarksMar 17 2019Apr 14 2019From the beginning if the history of AI, there has been interest in games as a platform of research. As the field developed, human-level competence in complex games became a target researchers worked to reach. Only relatively recently has this target ... More
Evolution of a Subsumption Architecture NeurocontrollerMay 06 2004An approach to robotics called layered evolution and merging features from the subsumption architecture into evolutionary robotics is presented, and its advantages are discussed. This approach is used to construct a layered controller for a simulated ... More
Autoencoder-augmented Neuroevolution for Visual Doom PlayingJul 12 2017Neuroevolution has proven effective at many reinforcement learning tasks, but does not seem to scale well to high-dimensional controller representations, which are needed for tasks where the input is raw pixel data. We propose a novel method where we ... More
Neuroevolution in Games: State of the Art and Open ChallengesOct 27 2014Nov 03 2015This paper surveys research on applying neuroevolution (NE) to games. In neuroevolution, artificial neural networks are trained through evolutionary algorithms, taking inspiration from the way biological brains evolved. We analyse the application of NE ... More
General Video Game AI: a Multi-Track Framework for Evaluating Agents, Games and Content Generation AlgorithmsFeb 28 2018Feb 22 2019General Video Game Playing (GVGP) aims at designing an agent that is capable of playing multiple video games with no human intervention. In 2014, The General Video Game AI (GVGAI) competition framework was created and released with the purpose of providing ... More
Generating Levels That Teach MechanicsJul 18 2018Oct 01 2018The automatic generation of game tutorials is a challenging AI problem. While it is possible to generate annotations and instructions that explain to the player how the game is played, this paper focuses on generating a gameplay experience that introduces ... More
Data-driven Design: A Case for Maximalist Game DesignMay 30 2018Maximalism in art refers to drawing on and combining multiple different sources for art creation, embracing the resulting collisions and heterogeneity. This paper discusses the use of maximalism in game design and particularly in data games, which are ... More
A Continuous Information Gain Measure to Find the Most Discriminatory Problems for AI BenchmarkingSep 09 2018Sep 11 2018This paper introduces an information-theoretic method for selecting a small subset of problems which gives us the most information about a group of problem-solving algorithms. This method was tested on the games in the General Video Game AI (GVGAI) framework, ... More
Deep Reinforcement Learning for General Video Game AIJun 06 2018The General Video Game AI (GVGAI) competition and its associated software framework provides a way of benchmarking AI algorithms on a large number of games written in a domain-specific description language. While the competition has seen plenty of interest, ... More
Who Killed Albert Einstein? From Open Data to Murder Mystery GamesFeb 14 2018This paper presents a framework for generating adventure games from open data. Focusing on the murder mystery type of adventure games, the generator is able to transform open data from Wikipedia articles, OpenStreetMap and images from Wikimedia Commons ... More
Mapping Hearthstone Deck Spaces through MAP-Elites with Sliding BoundariesApr 24 2019Quality diversity (QD) algorithms such as MAP-Elites have emerged as a powerful alternative to traditional single-objective optimization methods. They were initially applied to evolutionary robotics problems such as locomotion and maze navigation, but ... More
Evolving controllers for simulated car racingNov 02 2006This paper describes the evolution of controllers for racing a simulated radio-controlled car around a track, modelled on a real physical track. Five different controller architectures were compared, based on neural networks, force fields and action sequences. ... More
Measuring Intelligence through GamesSep 06 2011Artificial general intelligence (AGI) refers to research aimed at tackling the full problem of artificial intelligence, that is, create truly intelligent agents. This sets it apart from most AI research which aims at solving relatively narrow domains, ... More
Active Player ModellingDec 10 2013We argue for the use of active learning methods for player modelling. In active learning, the learning algorithm chooses where to sample the search space so as to optimise learning progress. We hypothesise that player modelling based on active learning ... More
AlphaStar: An Evolutionary Computation PerspectiveFeb 05 2019In January 2019, DeepMind revealed AlphaStar to the world-the first artificial intelligence (AI) system to beat a professional player at the game of StarCraft II-representing a milestone in the progress of AI. AlphaStar draws on many areas of AI research, ... More
Playing Atari with Six NeuronsJun 04 2018Mar 03 2019Deep reinforcement learning, applied to vision-based problems like Atari games, maps pixels directly to actions; internally, the deep neural network bears the responsibility of both extracting useful information and making decisions based on it. By separating ... More
ELIMINATION from Design to AnalysisMay 15 2019Elimination is a word puzzle game for browsers and mobile devices, where all levels are generated by a constrained evolutionary algorithm with no human intervention. This paper describes the design of the game and its level generation methods, and analysis ... More
Organic Building Generation in MinecraftJun 11 2019This paper presents a method for generating floor plans for structures in Minecraft (Mojang 2009). Given a 3D space, it will auto-generate a building to fill that space using a combination of constrained growth and cellular automata. The result is a series ... More
Intentional Computational Level DesignApr 18 2019The procedural generation of levels and content in video games is a challenging AI problem. Often such generation relies on an intelligent way of evaluating the content being generated so that constraints are satisfied and/or objectives maximized. In ... More
AAAI-2019 Workshop on Games and Simulations for Artificial IntelligenceMar 06 2019This volume represents the accepted submissions from the AAAI-2019 Workshop on Games and Simulations for Artificial Intelligence held on January 29, 2019 in Honolulu, Hawaii, USA.
Talakat: Bullet Hell Generation through Constrained Map-ElitesJun 12 2018Jun 14 2018We describe a search-based approach to generating new levels for bullet hell games, which are action games characterized by and requiring avoidance of a very large amount of projectiles. Levels are represented using a domain-specific description language, ... More
Deep Interactive EvolutionJan 24 2018This paper describes an approach that combines generative adversarial networks (GANs) with interactive evolutionary computation (IEC). While GANs can be trained to produce lifelike images, they are normally sampled randomly from the learned distribution, ... More
General Video Game Rule GenerationJun 12 2019We introduce the General Video Game Rule Generation problem, and the eponymous software framework which will be used in a new track of the General Video Game AI (GVGAI) competition. The problem is, given a game level as input, to generate the rules of ... More
Deep Learning for Video Game PlayingAug 25 2017Feb 18 2019In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy games. We analyze the unique requirements ... More
DeepMasterPrints: Generating MasterPrints for Dictionary Attacks via Latent Variable EvolutionMay 21 2017Oct 18 2018Recent research has demonstrated the vulnerability of fingerprint recognition systems to dictionary attacks based on MasterPrints. MasterPrints are real or synthetic fingerprints that can fortuitously match with a large number of fingerprints thereby ... More
Leveling the Playing Field -- Fairness in AI Versus Human Game BenchmarksMar 17 2019Mar 24 2019From the beginning if the history of AI, there has been interest in games as a platform of research. As the field developed, human-level competence in complex games became a target researchers worked to reach. Only relatively recently has this target ... More
DeepTingleMay 09 2017DeepTingle is a text prediction and classification system trained on the collected works of the renowned fantastic gay erotica author Chuck Tingle. Whereas the writing assistance tools you use everyday (in the form of predictive text, translation, grammar ... More
Leveling the Playing Field - Fairness in AI Versus Human Game BenchmarksMar 17 2019From the beginning if the history of AI, there has been interest in games as a platform of research. As the field developed, human-level competence in complex games became a target researchers worked to reach. Only relatively recently has this target ... More
Tree Search vs Optimization Approaches for Map GenerationMar 27 2019Search-based procedural content generation uses stochastic global optimization algorithms to search spaces of game content. However, it has been found that tree search can be competitive with evolution on certain optimization problems. We investigate ... More
Generative Design in Minecraft (GDMC), Settlement Generation CompetitionMar 27 2018Jul 31 2018This paper introduces the settlement generation competition for Minecraft, the first part of the Generative Design in Minecraft challenge. The settlement generation competition is about creating Artificial Intelligence (AI) agents that can produce functional, ... More
Automated Playtesting with Procedural Personas through MCTS with Evolved HeuristicsFeb 19 2018This paper describes a method for generative player modeling and its application to the automatic testing of game content using archetypal player models called procedural personas. Theoretically grounded in psychological decision theory, procedural personas ... More
Towards Game-based Metrics for Computational Co-creativitySep 26 2018We propose the following question: what game-like interactive system would provide a good environment for measuring the impact and success of a co-creative, cooperative agent? Creativity is often formulated in terms of novelty, value, surprise and interestingness. ... More
DeepTingleMay 09 2017Mar 27 2019DeepTingle is a text prediction and classification system trained on the collected works of the renowned fantastic gay erotica author Chuck Tingle. Whereas the writing assistance tools you use everyday (in the form of predictive text, translation, grammar ... More
Empowering Quality Diversity in Dungeon Design with Interactive Constrained MAP-ElitesJun 12 2019We propose the use of quality-diversity algorithms for mixed-initiative game content generation. This idea is implemented as a new feature of the Evolutionary Dungeon Designer, a system for mixed-initiative design of the type of levels you typically find ... More
DATA AgentSep 28 2018This paper introduces DATA Agent, a system which creates murder mystery adventures from open data. In the game, the player takes on the role of a detective tasked with finding the culprit of a murder. All characters, places, and items in DATA Agent games ... More
"Press Space to Fire": Automatic Video Game Tutorial GenerationMay 30 2018We propose the problem of tutorial generation for games, i.e. to generate tutorials which can teach players to play games, as an AI problem. This problem can be approached in several ways, including generating natural language descriptions of game rules, ... More
The Case for a Mixed-Initiative Collaborative Neuroevolution ApproachAug 05 2014It is clear that the current attempts at using algorithms to create artificial neural networks have had mixed success at best when it comes to creating large networks and/or complex behavior. This should not be unexpected, as creating an artificial brain ... More
Two-step Constructive Approaches for Dungeon GenerationJun 11 2019This paper presents a two-step generative approach for creating dungeons in the rogue-like puzzle game MiniDungeons 2. Generation is split into two steps, initially producing the architectural layout of the level as its walls and floor tiles, and then ... More
Deceptive GamesJan 31 2018Feb 04 2018Deceptive games are games where the reward structure or other aspects of the game are designed to lead the agent away from a globally optimal policy. While many games are already deceptive to some extent, we designed a series of games in the Video Game ... More
General Video Game AI: a Multi-Track Framework for Evaluating Agents, Games and Content Generation AlgorithmsFeb 28 2018Dec 26 2018General Video Game Playing (GVGP) aims at designing an agent that is capable of playing multiple video games with no human intervention. In 2014, The General Video Game AI (GVGAI) competition framework was created and released with the purpose of providing ... More
Pommerman: A Multi-Agent PlaygroundSep 19 2018We present Pommerman, a multi-agent environment based on the classic console game Bomberman. Pommerman consists of a set of scenarios, each having at least four players and containing both cooperative and competitive aspects. We believe that success in ... More
Generative Design in Minecraft: Chronicle ChallengeMay 14 2019We introduce the Chronicle Challenge as an optional addition to the Settlement Generation Challenge in Minecraft. One of the foci of the overall competition is adaptive procedural content generation (PCG), an arguably under-explored problem in computational ... More
Illuminating Generalization in Deep Reinforcement Learning through Procedural Level GenerationJun 28 2018Nov 29 2018Deep reinforcement learning (RL) has shown impressive results in a variety of domains, learning directly from high-dimensional sensory streams. However, when neural networks are trained in a fixed environment, such as a single level in a video game, they ... More
Evolving Agents for the Hanabi 2018 CIG CompetitionSep 26 2018Hanabi is a cooperative card game with hidden information that has won important awards in the industry and received some recent academic attention. A two-track competition of agents for the game will take place in the 2018 CIG conference. In this paper, ... More
AtDelfi: Automatically Designing Legible, Full Instructions For GamesJul 11 2018Sep 17 2018This paper introduces a fully automatic method for generating video game tutorials. The AtDELFI system (AuTomatically DEsigning Legible, Full Instructions for games) was created to investigate procedural generation of instructions that teach players how ... More
Procedural Content Generation via Machine Learning (PCGML)Feb 02 2017May 07 2018This survey explores Procedural Content Generation via Machine Learning (PCGML), defined as the generation of game content using machine learning models trained on existing content. As the importance of PCG for game development increases, researchers ... More
Obstacle Tower: A Generalization Challenge in Vision, Control, and PlanningFeb 04 2019The rapid pace of research in Deep Reinforcement Learning has been driven by the presence of fast and challenging simulation environments. These environments often take the form of games; with tasks ranging from simple board games, to classic home console ... More
Exponential Patterns in Arithmetic Ramsey TheoryJul 28 2016We show that for every finite colouring of the natural numbers there exists $a,b >1$ such that the triple $\{a,b,a^b\}$ is monochromatic. We go on to show the partition regularity of a much richer class of patterns involving exponentiation. For example, ... More
A Fast Method For Bounding The CMB Power Spectrum Likelihood FunctionMar 10 1998As the Cosmic Microwave Background (CMB) radiation is observed to higher and higher angular resolution the size of the resulting datasets becomes a serious constraint on their analysis. In particular current algorithms to determine the location of, and ... More
Isoperimetry in supercritical bond percolation in dimensions three and higherFeb 17 2016We study the isoperimetric subgraphs of the infinite cluster $\textbf{C}_\infty$ for supercritical bond percolation on $\mathbb{Z}^d$ with $d\geq 3$. Specifically, we consider the subgraphs of $\textbf{C}_\infty \cap [-n,n]^d$ which have minimal open ... More
Bond Pricing under Knightian Uncertainty: A Short Rate Model with Drift and Volatility UncertaintyAug 10 2018It is shown how to construct an arbitrage-free short rate model under uncertainty about the drift and the volatility. The uncertainty is represented by a set of priors, which naturally leads to a G-Brownian motion. Within this framework, it is shown how ... More
The Massless Nelson Hamiltonian and its DomainJan 17 2019In the theory of point interactions, one is given a formal expression for a quantum mechanical Hamiltonian. The interaction terms of the Hamiltonian are singular: they can not be rigorously defined as a perturbation (in the operator or form sense) of ... More
Intrinsic isoperimetry of the giant component of supercritical bond percolation in dimension twoNov 01 2016We study the isoperimetric subgraphs of the giant component $\textbf{C}_n$ of supercritical bond percolation on the square lattice. These are subgraphs of $\textbf{C}_n$ having minimal edge boundary to volume ratio. In contrast to the work of Biskup, ... More
Connecting Atomistic and Continuous Models of ElastodynamicsJun 06 2016Jun 29 2016We prove long-time existence of solutions for the equations of atomistic elastodynamics on a bounded domain with time-dependent boundary values as well as their convergence to a solution of continuum nonlinear elastodynamics as the interatomic distances ... More
Prospecies of algebras I: Basic propertiesAug 05 2016Mar 06 2017In this paper, we generalise part of the theory of hereditary algebras to the context of prospecies of algebras. Here, a prospecies is a generalisation of Gabriel's concept of species gluing algebras via projective bimodules along a quiver to obtain a ... More
Monochromatic Solutions to Systems of Exponential EquationsJul 30 2016Let $n\in \mathbb{N}$, $R$ be a binary relation on $[n]$, and $C_1(i,j),\ldots,C_n(i,j) \in \mathbb{Z}$, for $i,j \in [n]$. We define the exponential system of equations $\mathcal{E}(R,(C_k(i,j)_{i,j,k})$ to be the system \[ X_i^{Y_1^{C_1(i,j)} \cdots ... More
Quantitative normal approximation for sums of random variables with multilevel local dependence structureMay 24 2019We establish a quantitative normal approximation result for sums of random variables with multilevel local dependencies. As a corollary, we obtain a quantitative normal approximation result for linear functionals of random fields which may be approximated ... More
Synchronisation in Invertible Random Dynamical Systems on the CircleFeb 26 2015Jul 05 2015Given a composition of i.i.d. random orientation-preserving homeomorphisms or a memoryless stochastic flow of homeomorphisms on the circle, we show that provided the randomness allows for a sufficient range of possible behaviour on a finite time-scale, ... More
Analytic stability analysis of three-component self-regulatory genetic circuitAug 03 2014Aug 09 2014A self-regulatory genetic circuit, where a protein acts as a positive regulator of its own production, is known to be a simplest form of biological network with a positive feedback loop. Although at least three components, DNA, RNA, and the protein, are ... More
Pinching and asymptotical roundness for inverse curvature flows in Euclidean spaceApr 10 2014Jun 18 2015We consider inverse curvature flows in the $(n+1)$-dimensional Euclidean space, $n\geq 2,$ expanding by arbitrary negative powers of a 1-homogeneous, monotone curvature function $F$ with some concavity properties. We obtain asymptotical roundness, meaning ... More
Power Spectrum Estimators For Large CMB DatasetsDec 08 1997Dec 11 1997Forthcoming high-resolution observations of the Cosmic Microwave Background (CMB) radiation will generate datasets many orders of magnitude larger than have been obtained to date. The size and complexity of such datasets presents a very serious challenge ... More
Numerical Methods in Cosmological Global Texture SimulationsMar 03 1994Numerical simulations of the evolution of a global topological defect field have two characteristic length scales --- one macrophysical, of order the field correlation length, and the other microphysical, of order the field width. The situation currently ... More
Necessary and Sufficient Conditions for Stable Synchronisation in Random Dynamical SystemsAug 24 2014Feb 25 2015For a product of i.i.d. random maps or a memoryless stochastic flow on a compact space $X$, we find conditions under which the presence of locally asymptotically stable trajectories (e.g. as given by negative Lyapunov exponents) implies almost-sure mutual ... More
On vanishing criteria that control finite group structureSep 22 2015Many results have been established that show how arithmetic conditions on conjugacy class sizes affect group structure. A conjugacy class in $G$ is called vanishing if there exists some irreducible character of $G$ which evaluates to zero on the conjugacy ... More
Trapped modes for periodic structures in waveguidesJul 03 2002The Laplace operator is considered for waveguides perturbed by a periodic structure consisting of N congruent obstacles spanning the waveguide. Neumann boundary conditions are imposed on the periodic structure, and either Neumann or Dirichlet conditions ... More
Generalized Selective Modal AnalysisJun 08 1999Jul 27 1999A new approach which generalizes the Selective Modal Analyis (SMA) and algorithms based upon it for solving the generalized eigenvalue problem is described. This approach allows for the systematic consideration of physical properties of the system under ... More
On a Direct Description of Pseudorelativistic Nelson HamiltoniansOct 08 2018Abstract interior-boundary conditions (IBC's) allow for the direct description of the domain and the action of Hamiltonians for a certain class of ultraviolet-divergent models in Quantum Field Theory. The method was recently applied to models where nonrelativistic ... More
Long monotone paths on simple 4-polytopesFeb 15 2004The Monotone Upper Bound Problem (Klee, 1965) asks if the number M(d,n) of vertices in a monotone path along edges of a d-dimensional polytope with n facets can be as large as conceivably possible: Is M(d,n) = M_{ubt}(d,n), the maximal number of vertices ... More
An explicit construction for neighborly centrally symmetric polytopesJun 29 2006We give an explicit construction, based on Hadamard matrices, for an infinite series of floor{sqrt{d}/2}-neighborly centrally symmetric d-dimensional polytopes with 4d vertices. This appears to be the best explicit version yet of a recent probabilistic ... More
Dynamics and correlations of a Bose-Einstein condensate of photonsJul 23 2018The Tutorial reports recent experimental advances in studies of the dynamics as well as the number and phase correlations of a Bose-Einstein condensed photon gas confined in a high-finesse dye-filled microcavity. Repeated absorption-emission-processes ... More
Unveiling Eilenberg-type Correspondences: Birkhoff's Theorem for (finite) Algebras + DualityFeb 09 2017The purpose of the present paper is to show that: Eilenberg-type correspondences = Birkhoff's theorem for (finite) algebras + duality. We consider algebras for a monad T on a category D and we study (pseudo)varieties of T-algebras. Pseudovarieties of ... More
The hyperbolic Ernst--Maxwell equations in a triangular domainNov 26 2018In a recent paper, we applied Riemann--Hilbert techniques to analyze the Goursat problem for the hyperbolic Ernst equation, which describes the interaction of two colliding gravitational plane waves. Here we generalize this approach to colliding electromagnetic ... More
Between ${\cal A}$- and ${\cal B}$-setsNov 01 1998The aim of this paper is to introduce the class of ${\cal A}{\cal B}$-sets as the sets that are the intersection of an open and a semi-regular set. Several classes of well-known topological spaces are characterized via the new concept. A new decomposition ... More
A general family of congruences for Bernoulli numbersJun 20 2017Nov 22 2017We prove a general family of congruences for Bernoulli numbers whose index is a polynomial function of a prime, modulo a power of that prime. Our family generalizes many known results, including the von Staudt--Clausen theorem and Kummer's congruence. ... More
Synchronisation in Invertible Random Dynamical Systems on the CircleFeb 26 2015Aug 14 2017In this paper, we study geometric features of orientation-preserving random dynamical systems on the circle driven by memoryless noise that exhibit stable synchronisation: we consider crack points, invariant measures, and the link between synchronisation ... More
The Challenge Of Data Analysis For Future CMB ObservationsMar 13 1999Ongoing observations of the Cosmic Microwave Background, such as the MAXIMA and BOOMERanG projects, are providing datasets of unprecedented quality and ever-increasing size. Exact analysis of the data they produce is a serious computational challenge, ... More
Deficiency Symmetries of Surgeries in $S^3$Apr 01 2013We examine certain symmetries in the deficiencies of a rational surgery on a knot in $S^3$ by comparing the $\text{Spin}^c$-structures on the rational surgery with those on a related integral surgery. We then provide an application of these symmetries ... More
A generalisation of Nash's theorem with higher-order functionalsJan 21 2013The recent theory of sequential games and selection functions by Mar- tin Escardo and Paulo Oliva is extended to games in which players move simultaneously. The Nash existence theorem for mixed-strategy equilibria of finite games is generalised to games ... More
Low temperature behavior of finite-size one-dimensional Ising model and the partition function zerosJul 25 2014Jul 29 2014In contrast to the infinite chain, the low-temperature expansion of a one-dimensional free-field Ising model has a strong dependence on boundary conditions. I derive explicit formula for the leading term of the expansion both under open and periodic boundary ... More
Recognising Abelian Sylow Subgroups in Finite GroupsJul 16 2014Let p be a prime. We prove that if a finite group G has non-abelian Sylow p-subgroups, and the class size of every p-element in G is coprime to p; then G contains a simple group as a subquotient which exhibits the same property. In addition we provide ... More
Growing spin model in deterministic and stochastic treesJul 07 2014We solve the growing asymmetric Ising model [Phys. Rev. E 89, 012105 (2014)] in the topologies of deterministic and stochastic (random) scale-free trees predicting its non-monotonous behavior for external fields smaller than the coupling constant $J$. ... More
Phase diagram of the Wako-Saito-Munoz-Eaton beta-hairpin Model obtained with partition function zerosJul 21 2014I study the partition function zeros of the Wako-Saito-Munoz-Eaton (WSME) beta hairpin model in the complex temperature plane. For various values of the entropy cost of disordering a bond, the zeros show clear locus corresponding to the folding transition. ... More
Regression with Distance MatricesMar 15 2013Aug 28 2013Data types that lie in metric spaces but not in vector spaces are difficult to use within the usual regression setting, either as the response and/or a predictor. We represent the information in these variables using distance matrices which requires only ... More
Shape Dynamics. An IntroductionMay 01 2011Shape dynamics is a completely background-independent universal framework of dynamical theories from which all absolute elements have been eliminated. For particles, only the variables that describe the shapes of the instantaneous particle configurations ... More
Solitonic fermions in the confining phase of SU(2) Yang-Mills theoryJan 21 2009We consider spatial coarse-graining in statistical ensembles of non-selfintersecting and one-fold selfintersecting center-vortex loops as they emerge in the confining phase of SU(2) Yang-Mills thermodynamics. This coarse-graining is due to a noisy environment ... More
Interpretation of Lepton Flavor ViolationOct 24 2016The observation of a charged-lepton flavor violating process would be a definite sign for physics beyond the Standard Model, but would actually only prove that one particular linear combination of lepton numbers is violated. We categorize lepton-flavor-violating ... More
Leptogenesis with Lepton-Number-Violating Dirac NeutrinosJul 08 2013Oct 08 2013Dirac neutrinos with lepton-number-violating interactions can give rise to a new leptogenesis mechanism. In its simplest renormalizable realization, based on a gauged B-L symmetry spontaneously broken by four units, the decay of a new scalar creates an ... More
Mirror OptionsJul 26 2001In this work we present a new family of options (mirror options) specially crafted to satisfy the necessities of aggressive speculators. The main ideas behind mirror options are: 1) A product that can be adjusted by the holder to agree with his/her market ... More
Logics and Games for True ConcurrencyNov 04 2010We study the underlying mathematical properties of various partial order models of concurrency based on transition systems, Petri nets, and event structures, and show that the concurrent behaviour of these systems can be captured in a uniform way by two ... More
Almost-Orthogonality of Restricted Haar-FunctionsJul 27 2018We consider the Haar functions $h_I$ on dyadic intervals. We show that if $p>\frac23$ and $E\subset[0,1]$ then the set of all functions $\|h_I1_E\|_2^{-1}h_I1_E$ with $|I\cap E|\geq p|I|$ is a Riesz sequence. For $p\leq\frac23$ we provide a counterexample. ... More
Weak-strong uniqueness of solutions to entropy-dissipating reaction-diffusion equationsMar 02 2017We establish a weak-strong uniqueness principle for solutions to entropy-dissipating reaction-diffusion equations: As long as a strong solution to the reaction-diffusion equation exists, any weak solution and even any renormalized solution must coincide ... More
Homogeneous and locally homogeneous solutions to symplectic curvature flowFeb 07 2012J. Streets and G. Tian recently introduced symplectic curvature flow, a geometric flow on almost K\"ahler manifolds generalising K\"ahler-Ricci flow. The present article gives examples of explicit solutions to this flow of non-K\"ahler structures on several ... More
A choice-free absolute Galois group and Artin motivesJun 20 2017Proofs that an arbitrary field has a separable closure are necessarily non-constructive, and separable closures are unique only up to non-canonical isomorphism. This means that the absolute Galois group of a field is defined only up to inner automorphism. ... More
Asymptotic relations for weighted finite multiple zeta valuesSep 04 2013Feb 13 2014Multiple zeta values are real numbers defined by an infinite series generalizing values of the Riemann zeta function at positive integers. Finite truncations of this series are called multiple harmonic sums and are known to have interesting arithmetic ... More
Sequential periods of the crystalline FrobeniusMay 04 2018There is a notion of $p$-adic period coming from the crystalline Frobenius automorphism of the de Rham cohomology of an algebraic variety. In this paper, we consider sequences of $p$-adic periods, one for each prime. We study the sequences using motivic ... More
In the bocs seat: Quasi-hereditary algebras and representation typeJan 15 2016This paper surveys bocses, quasi-hereditary algebras and their relationship which was established in a recent result by Koenig, Ovsienko, and the author. Particular emphasis is placed on applications of this result to the representation type of the category ... More