The 3D Jigsaw Puzzle: Mapping Large Indoor Spaces
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GOOGLE LLC V. ORACLE AMERICA, INC
(Slip Opinion) OCTOBER TERM, 2020 1 Syllabus NOTE: Where it is feasible, a syllabus (headnote) will be released, as is being done in connection with this case, at the time the opinion is issued. The syllabus constitutes no part of the opinion of the Court but has been prepared by the Reporter of Decisions for the convenience of the reader. See United States v. Detroit Timber & Lumber Co., 200 U. S. 321, 337. SUPREME COURT OF THE UNITED STATES Syllabus GOOGLE LLC v. ORACLE AMERICA, INC. CERTIORARI TO THE UNITED STATES COURT OF APPEALS FOR THE FEDERAL CIRCUIT No. 18–956. Argued October 7, 2020—Decided April 5, 2021 Oracle America, Inc., owns a copyright in Java SE, a computer platform that uses the popular Java computer programming language. In 2005, Google acquired Android and sought to build a new software platform for mobile devices. To allow the millions of programmers familiar with the Java programming language to work with its new Android plat- form, Google copied roughly 11,500 lines of code from the Java SE pro- gram. The copied lines are part of a tool called an Application Pro- gramming Interface (API). An API allows programmers to call upon prewritten computing tasks for use in their own programs. Over the course of protracted litigation, the lower courts have considered (1) whether Java SE’s owner could copyright the copied lines from the API, and (2) if so, whether Google’s copying constituted a permissible “fair use” of that material freeing Google from copyright liability. In the proceedings below, the Federal Circuit held that the copied lines are copyrightable. -
THE ART of Puzzle Game Design
THE ART OF Puzzle Design Scott Kim & Alexey Pajitnov with Bob Bates, Gary Rosenzweig, Michael Wyman March 8, 2000 Game Developers Conference These are presentation slides from an all-day tutorial given at the 2000 Game Developers Conference in San Jose, California (www.gdconf.com). After the conference, the slides will be available at www.scottkim.com. Puzzles Part of many games. Adventure, education, action, web But how do you create them? Puzzles are an important part of many computer games. Cartridge-based action puzzle gamse, CD-ROM puzzle anthologies, adventure game, and educational game all need good puzzles. Good News / Bad News Mental challenge Marketable? Nonviolent Dramatic? Easy to program Hard to invent? Growing market Small market? The good news is that puzzles appeal widely to both males and females of all ages. Although the market is small, it is rapidly expanding, as computers become a mass market commodity and the internet shifts computer games toward familiar, quick, easy-to-learn games. Outline MORNING AFTERNOON What is a puzzle? Guest Speakers Examples Exercise Case studies Question & Design process Answer We’ll start by discussing genres of puzzle games. We’ll study some classic puzzle games, and current projects. We’ll cover the eight steps of the puzzle design process. We’ll hear from guest speakers. Finally we’ll do hands-on projects, with time for question and answer. What is a Puzzle? Five ways of defining puzzle games First, let’s map out the basic genres of puzzle games. Scott Kim 1. Definition of “Puzzle” A puzzle is fun and has a right answer. -
Solving Pictorial Jigsaw Puzzle by Stigmergy-Inspired Internet-Based Human Collective Intelligence
Solving Pictorial Jigsaw Puzzle by Stigmergy-inspired Internet-based Human Collective Intelligence Bo Shen Wei Zhang Haiyan Zhao Peking University, Beijing, China Peking University, Beijing, China Peking University, Beijing, China Beijing, China Beijing, China Beijing, China [email protected] [email protected] [email protected] Zhi Jin Yanhong Wu Peking University, Beijing, China Peking University, Beijing, China Beijing, China Beijing, China [email protected] [email protected] ABSTRACT 1 INTRODUCTION The pictorial jigsaw (PJ) puzzle is a well-known leisure game for hu- Pictorial jigsaw (PJ) puzzle is a well-known leisure game for people mans. Usually, a PJ puzzle game is played by one or several human from children to adults. In a PJ puzzle game, the goal is to recover an players face-to-face in the physical space. In this paper, we focus on image with human-sensitive contents from n different pieces of the how to solve PJ puzzles in the cyberspace by a group of physically image, as fast as possible. Besides the appearance of a leisure game, distributed human players. We propose an approach to solving PJ PJ puzzle has a deep metaphorical meaning. It embodies perfectly puzzle by stigmergy-inspired Internet-based human collective intel- a kind of complex problems that can not be resolved in a top-down ligence. The core of the approach is a continuously executing loop, manner, but only in a bottom-up, exploring and growing manner. named the EIF loop, which consists of three activities: exploration, That is, such a problem usually can not be pre-decomposed into a integration, and feedback. -
Algorithmic Combinatorial Game Theory∗
Playing Games with Algorithms: Algorithmic Combinatorial Game Theory∗ Erik D. Demaine† Robert A. Hearn‡ Abstract Combinatorial games lead to several interesting, clean problems in algorithms and complexity theory, many of which remain open. The purpose of this paper is to provide an overview of the area to encourage further research. In particular, we begin with general background in Combinatorial Game Theory, which analyzes ideal play in perfect-information games, and Constraint Logic, which provides a framework for showing hardness. Then we survey results about the complexity of determining ideal play in these games, and the related problems of solving puzzles, in terms of both polynomial-time algorithms and computational intractability results. Our review of background and survey of algorithmic results are by no means complete, but should serve as a useful primer. 1 Introduction Many classic games are known to be computationally intractable (assuming P 6= NP): one-player puzzles are often NP-complete (as in Minesweeper) or PSPACE-complete (as in Rush Hour), and two-player games are often PSPACE-complete (as in Othello) or EXPTIME-complete (as in Check- ers, Chess, and Go). Surprisingly, many seemingly simple puzzles and games are also hard. Other results are positive, proving that some games can be played optimally in polynomial time. In some cases, particularly with one-player puzzles, the computationally tractable games are still interesting for humans to play. We begin by reviewing some basics of Combinatorial Game Theory in Section 2, which gives tools for designing algorithms, followed by reviewing the relatively new theory of Constraint Logic in Section 3, which gives tools for proving hardness. -
The Aesthetic Mind This Page Intentionally Left Blank the Aesthetic Mind Philosophy and Psychology
The Aesthetic Mind This page intentionally left blank The Aesthetic Mind Philosophy and Psychology EDITED BY Elisabeth Schellekens and Peter Goldie 1 3 Great Clarendon Street, Oxford OX26DP Oxford University Press is a department of the University of Oxford. It furthers the University’s objective of excellence in research, scholarship, and education by publishing worldwide in Oxford New York Auckland Cape Town Dar es Salaam Hong Kong Karachi Kuala Lumpur Madrid Melbourne Mexico City Nairobi New Delhi Shanghai Taipei Toronto With offices in Argentina Austria Brazil Chile Czech Republic France Greece Guatemala Hungary Italy Japan Poland Portugal Singapore South Korea Switzerland Thailand Turkey Ukraine Vietnam Oxford is a registered trade mark of Oxford University Press in the UK and in certain other countries Published in the United States by Oxford University Press Inc., New York # the several contributors 2011 The moral rights of the authors have been asserted Database right Oxford University Press (maker) First published 2011 All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, without the prior permission in writing of Oxford University Press, or as expressly permitted by law, or under terms agreed with the appropriate reprographics rights organization. Enquiries concerning reproduction outside the scope of the above should be sent to the Rights Department, Oxford University Press, at the address above You must not circulate this book in any other binding or cover and you must impose the same condition on any acquirer British Library Cataloguing in Publication Data Data available Library of Congress Cataloging in Publication Data Data available Typeset by SPI Publisher Services, Pondicherry, India Printed in Great Britain on acid-free paper by MPG Books Group, Bodmin and King’s Lynn ISBN 978–0–19–969151–7 13579108642 Contents List of Figures viii Notes on Contributors ix Introduction 1 Elisabeth Schellekens and Peter Goldie Part I. -
A Toolkit to Develop a Virtual Dementia Friendly Community
An Australian Government Initiative Government An Australian Friendly Community Friendly a Virtual Dementia A Toolkit to develop develop to A Toolkit Verily Connect | An Australian Government Initiative A Toolkit to develop a Virtual Dementia Friendly Community Authors Blackberry, I., Wilding, C., Morgan, D., Winbolt, M., Greenhill, J., Perkins, D., O’Connell, M., Bauer, M., Morley, C., Farmer, J., Royals, K., Rasekaba, T., Hamiduzzaman, M., Gottschall, K., Robinson, A., Zaplin, E., & Davis, H. Year February 2020 Recommended citation Blackberry, I., Wilding, C., Morgan, D., Winbolt, M., Greenhill, J., Perkins, D., O’Connell, M., Bauer, M., Morley, C., Farmer, J., Royals, K., Rasekaba, T., Hamiduzzaman, M., Gottschall, K., Robinson, A., Zaplin, E., & Davis, H. 2020. Verily Connect Toolkit: how to develop a Virtual Dementia-Friendly Community. John Richards Centre for Rural Ageing Research, La Trobe University, Wodonga. Disclaimer The information set out in this toolkit is current at the date of this publication and is intended for use as a guide of a general nature only and may or may not be relevant to people living with dementia or their carers. Nor is this toolkit exhaustive of the subject matter. Persons implementing any advice contained in this toolkit must exercise their own skill, judgement and seek appropriate professional advice relevant to the matter. Accordingly, The John Richards Centre for Rural Ageing Research, La Trobe University and its employees and agents shall accept no liability (including without limitation liability by reason of negligence) to any users of the information contained in this toolkit for any loss or damage (consequential or otherwise), cost or expense incurred or arising by reason of any person using or relying on the information contained in this toolkit and whether caused by reason of any error, negligent act, omission or misrepresentation in the information. -
Jigsaw Puzzles
Unsupervised Learning of Visual Representations by Solving Jigsaw Puzzles Mehdi Noroozi and Paolo Favaro Institute for Informatiks University of Bern fnoroozi,[email protected] Abstract. In this paper we study the problem of image representation learning without human annotation. By following the principles of self- supervision, we build a convolutional neural network (CNN) that can be trained to solve Jigsaw puzzles as a pretext task, which requires no manual labeling, and then later repurposed to solve object classification and detection. To maintain the compatibility across tasks we introduce the context-free network (CFN), a siamese-ennead CNN. The CFN takes image tiles as input and explicitly limits the receptive field (or context) of its early processing units to one tile at a time. We show that the CFN includes fewer parameters than AlexNet while preserving the same se- mantic learning capabilities. By training the CFN to solve Jigsaw puzzles, we learn both a feature mapping of object parts as well as their correct spatial arrangement. Our experimental evaluations show that the learned features capture semantically relevant content. Our proposed method for learning visual representations outperforms state of the art methods in several transfer learning benchmarks. 1 Introduction arXiv:1603.09246v3 [cs.CV] 22 Aug 2017 Visual tasks, such as object classification and detection, have been successfully approached through the supervised learning paradigm [1,11,25,36], where one uses labeled data to train a parametric model. However, as manually labeled data can be costly, unsupervised learning methods are gaining momentum. Recently, Doersch et al. [10], Wang and Gupta [39] and Agrawal et al. -
Jigsaw Puzzles, Edge Matching, and Polyomino Packing: Connections and Complexity∗
Jigsaw Puzzles, Edge Matching, and Polyomino Packing: Connections and Complexity∗ Erik D. Demaine, Martin L. Demaine MIT Computer Science and Artificial Intelligence Laboratory, 32 Vassar St., Cambridge, MA 02139, USA, {edemaine,mdemaine}@mit.edu Dedicated to Jin Akiyama in honor of his 60th birthday. Abstract. We show that jigsaw puzzles, edge-matching puzzles, and polyomino packing puzzles are all NP-complete. Furthermore, we show direct equivalences between these three types of puzzles: any puzzle of one type can be converted into an equivalent puzzle of any other type. 1. Introduction Jigsaw puzzles [37,38] are perhaps the most popular form of puzzle. The original jigsaw puzzles of the 1760s were cut from wood sheets using a hand woodworking tool called a jig saw, which is where the puzzles get their name. The images on the puzzles were European maps, and the jigsaw puzzles were used as educational toys, an idea still used in some schools today. Handmade wooden jigsaw puzzles for adults took off around 1900. Today, jigsaw puzzles are usually cut from cardboard with a die, a technology that became practical in the 1930s. Nonetheless, true addicts can still find craftsmen who hand-make wooden jigsaw puzzles. Most jigsaw puzzles have a guiding image and each side of a piece has only one “mate”, although a few harder variations have blank pieces and/or pieces with ambiguous mates. Edge-matching puzzles [21] are another popular puzzle with a similar spirit to jigsaw puzzles, first appearing in the 1890s. In an edge-matching puzzle, the goal is to arrange a given collection of several identically shaped but differently patterned tiles (typically squares) so that the patterns match up along the edges of adjacent tiles. -
Fine-Tuning a Pre-Trained Comment-Domain BERT Model
Jigsaw @ AMI and HaSpeeDe2: Fine-Tuning a Pre-Trained Comment-Domain BERT Model Alyssa Lees and Jeffrey Sorensen and Ian Kivlichan Google Jigsaw New York, NY (alyssalees|sorenj|kivlichan)@google.com Abstract labeled by crowd workers. Note that Perspec- tiveAPI actually hosts a number of different mod- The Google Jigsaw team produced els that each score different attributes. The under- submissions for two of the EVALITA lying technology and performance of these models 2020 (Basile et al., 2020) shared tasks, has evolved over time. based in part on the technology that pow- While Jigsaw has hosted three separate Kaggle ers the publicly available PerspectiveAPI competitions relevant to this competition (Jigsaw, comment evaluation service. We present a 2018; Jigsaw, 2019; Jigsaw, 2020) we have not basic description of our submitted results traditionally participated in academic evaluations. and a review of the types of errors that our system made in these shared tasks. 3 Related Work The models we build are based on the popular 1 Introduction BERT architecture (Devlin et al., 2019) with dif- The HaSpeeDe2 shared task consists of Italian so- ferent pre-training and fine-tuning approaches. cial media posts that have been labeled for hate In part, our submissions explore the importance speech and stereotypes. As Jigsaw’s participation of pre-training (Gururangan et al., 2020) in the was limited to the A and B tasks, we will be lim- context of toxicity and the various competition at- iting our analysis to that portion. The full details tributes. A core question is to what extent these of the dataset are available in the task guidelines domains overlap. -
ARTICLE Usage Requests to the ALA Office of Rights and Permissions
All materials in this journal subject to copyright by the American Library Association may be used for the noncommercial purpose of scientific or educational advancement granted by Sections 107 and 108 of the Copyright Revision Act of 1976. Address ARTICLE usage requests to the ALA Office of Rights and Permissions. The Clock Is Ticking: Library Orientation as Puzzle Room 48 Knowledge Quest | Preservice School Librarian Voices All materials in this journal subject to copyright by the American Library Association may be used for the noncommercial purpose of scientific or educational advancement granted by Sections 107 and 108 of the Copyright Revision Act of 1976. Address usage requests to the ALA Office of Rights and Permissions. Tripp Reade [email protected] retend for a moment you’re in ing characteristics of the escape room ink—each of which contributes to Pninth grade, two weeks into variant known as a puzzle room: the the story. They differ from escape high school and visiting the library clock, the clue, the narrative. (Film rooms in objective: not literal escape with your classmates for orientation. buffs might additionally recognize but some other victory condition, The library staff tells you and your in the thief’s M.O. a reference to stipulated within the narrative. The team of detectives—yes, they call you one of the plot twists in The Thomas objective might be solving a murder, detectives—that a priceless statuette Crown Affair.) Though the first escape committing espionage, or carrying (i.e., action figure) from the library’s room is often traced to Japan in 2007 out a heist (Nicholson 2015, 2, 13, 15). -
Mitigating Jigsaw Puzzle Problem of Fingerprint Space with Extra Mile
RTS Assisted Mobile Localization: Mitigating Jigsaw Puzzle Problem of Fingerprint Space with Extra Mile Chao Song∗yz, Jie Wuy, Li Lu∗, and Ming Liu∗z ∗School of Computer Science and Engineering, University of Electronic Science and Technology of China yDepartment of Computer and Information Sciences, Temple University zBig Data Research Center, University of Electronic Science and Technology of China Email: fchaosong, luli2009, [email protected], [email protected] Abstract—With the development of Location Based Services are associated with the locations where they are recorded. (LBSs), both academic researchers and industries have paid However, for the outdoor mobile localization, it is difficult to more attention to GPS-less mobile localization on mobile phones. record and process the fingerprints of all the positions along The majority of the existing localization approaches have uti- the trajectory, due to the large amount of fingerprints. Thus, lized signal-fingerprint as a metric for location determinations. the trajectory-fingerprint-based approach has been proposed However, one of the most challenging issues is the problem of for the mobile localization. The phones carried by the mo- uncertain fingerprints for building the fingerprint map, termed as the jigsaw puzzle problem. In this paper, for more accurate bile users autonomously and continuously record the ambient fingerprints of the mobile localization, we investigate the changes conditions, and position information as the fingerprint of the of Received Signal Strength Indication (RSSI) from the connected user’s trajectory [4], [8]. Paek et al. in [9] propose to utilize cell-towers over time along the mobile users’ trajectories, termed a cell-ID sequence-based localization, which is recorded by as RSSI Time Series (RTS). -
Using Computer Vision to Solve Jigsaw Puzzles
Using Computer Vision to Solve Jigsaw Puzzles Travis V. Allen Stanford University CS231A, Spring 2016 [email protected] Abstract 1. Introduction This project focuses on the creation of an end-to-end Many in the computer vision community have written “automatic” jigsaw puzzle solving program that assembles papers on solving the “problem” of jigsaw puzzles for a jigsaw puzzle using an image of the disassembled puzzle decades. Many of the former papers written cite the po- pieces. The solver does not use the picture of the assembled tential extension of this work to other more serious endeav- puzzle for matching purposes. Rather, the solver created for ors like reconstructing archaeological artifacts or fitting to- this project attempts to solve the lost the box conundrum by gether scanned objects while others simply do it because displaying the assembled puzzle to the user without the need it’s an interesting application of computer vision concepts. for the reference image. Needless to say, this program was This author falls in the latter camp. Several methods for created with an eye toward a potential smart phone applica- constructing jigsaw puzzles from images of the pieces were tion in the future. It should be noted that the puzzle solver considered from a theoretical standpoint before the comput- is created entirely in Matlab and heavily utilizes functions ing power and the high-resolution image capturing devices found in the Matlab Image Processing Toolbox. necessary to employ these methods could be fully realized. Solving jigsaw puzzles using computer vision (CV) is an More recently, many algorithms and methods tend toward attractive problem as it benefits directly from many of the disregarding piece shape as a discriminant entirely by us- advances in the field while still proving to be both challeng- ing “square pieces” and rely instead on the underlying im- ing and intellectually stimulating.