Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 8

Search results for: Feldstein and Horioka puzzle

8 Testing the Validity of Feldstein-Horioka Puzzle in BRICS Countries

Authors: Teboho J. Mosikari, Johannes T. Tsoku, Diteboho L. Xaba

Abstract:

The increase of capital mobility across emerging economies has become an interesting topic for many economic policy makers. The current study tests the validity of Feldstein–Horioka puzzle for 5 BRICS countries. The sample period of the study runs from 2001 to 2014. The study uses the following parameter estimates well known as the Fully Modified OLS (FMOLS), and Dynamic OLS (DOLS). The results of the study show that investment and savings are cointegrated in the long run. The parameters estimated using FMOLS and DOLS are 0.85 and 0.74, respectively. These results imply that policy makers within BRICS countries have to consider flexible monetary and fiscal policy instruments to influence the mobility of capital with the bloc.

Keywords: Feldstein and Horioka puzzle, saving and investment, panel models, BRICS countries.

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7 Personalised Mobile Picture Puzzle

Authors: Saipunidzam Mahamad, Eliza Mazmee Mazlan, Rozana Kasbon, Khairul Shafee Kalid, NurSyazwani Rusdi

Abstract:

Mobile Picture Puzzle is a mobile game application where the player use existing images stored in the mobile phone to create a puzzle to be played. This traditional picture puzzle is not so challenging once the player is familiar with the game. The objective of the developed mobile game application is to have a similar mobile game application that can provide the player with more challenging gaming experience. The developed mobile game application is also a mobile picture puzzle game application to create a puzzle to be played but instead of just using existing images that are stored, the personalised capability allows the player to use the built-in camera phone to capture an image and use the newly captured image to create the puzzle. The development of the mobile game application uses Symbian Operating System (OS), Mobile Media API (Application Programming Interface), Record Management System (RMS) storage and TiledLayer class from Game API.

Keywords: Picture Puzzle, Pervasive gaming, J2ME.

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6 Morphological and Syntactic Meaning: An Interactive Crossword Puzzle Approach

Authors: Ibrahim Garba

Abstract:

This research involved the use of word distributions and morphological knowledge by speakers of Arabic learning English connected different allomorphs in order to realize how the morphology and syntax of English gives meaning through using interactive crossword puzzles (ICP). Fifteen chapters covered with a class of nine learners over an academic year of an intensive English program were reviewed using the ICP. Learners were questioned about how the use of this gaming element enhanced and motivated their learning of English. The findings were positive indicating a successful implementation of ICP both at creational and user levels. This indicated a positive role technology had when learning and teaching English through adopting an interactive gaming element for learning English.

Keywords: Distribution, gaming, interactive-crossword-puzzle, morphology.

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5 New Mitigating Technique to Overcome DDOS Attack

Authors: V. Praveena, N. Kiruthika

Abstract:

In this paper, we explore a new scheme for filtering spoofed packets (DDOS attack) which is a combination of path fingerprint and client puzzle concepts. In this each IP packet has a unique fingerprint is embedded that represents, the route a packet has traversed. The server maintains a mapping table which contains the client IP address and its corresponding fingerprint. In ingress router, client puzzle is placed. For each request, the puzzle issuer provides a puzzle which the source has to solve. Our design has the following advantages over prior approaches, 1) Reduce the network traffic, as we place a client puzzle at the ingress router. 2) Mapping table at the server is lightweight and moderate.

Keywords: Client puzzle, DDOS attack, Egress, Ingress, IP Spoofing, Spoofed Packet.

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4 Recursive Path-finding in a Dynamic Maze with Modified Tremaux's Algorithm

Authors: Nien-Zheng Yew, Kung-Ming Tiong, Su-Ting Yong

Abstract:

Number Link is a Japanese logic puzzle where pairs of same numbers are connected using lines. Number Link can be regarded as a dynamic multiple travelers, multiple entries and exits maze, where the walls and passages are dynamically changing as the travelers move. In this paper, we apply the Tremaux’s algorithm to solve Number Link puzzles of size 8x8, 10x10 and 15x20. The algorithm works well and produces a solution for puzzles of size 8x8 and 10x10. However, solving a puzzle of size 15x20 requires high computer processing power and is time consuming.

Keywords: Number Link, maze, puzzle, Tremaux’s algorithm

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3 Genetic-Based Planning with Recursive Subgoals

Authors: Han Yu, Dan C. Marinescu, Annie S. Wu, Howard Jay Siegel

Abstract:

In this paper, we introduce an effective strategy for subgoal division and ordering based upon recursive subgoals and combine this strategy with a genetic-based planning approach. This strategy can be applied to domains with conjunctive goals. The main idea is to recursively decompose a goal into a set of serializable subgoals and to specify a strict ordering among the subgoals. Empirical results show that the recursive subgoal strategy reduces the size of the search space and improves the quality of solutions to planning problems.

Keywords: Planning, recursive subgoals, Sliding-tile puzzle, subgoal interaction, genetic algorithms.

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2 Modelling Sudoku Puzzles as Block-world Problems

Authors: Cecilia Nugraheni, Luciana Abednego

Abstract:

Sudoku is a kind of logic puzzles. Each puzzle consists of a board, which is a 9×9 cells, divided into nine 3×3 subblocks and a set of numbers from 1 to 9. The aim of this puzzle is to fill in every cell of the board with a number from 1 to 9 such that in every row, every column, and every subblock contains each number exactly one. Sudoku puzzles belong to combinatorial problem (NP complete). Sudoku puzzles can be solved by using a variety of techniques/algorithms such as genetic algorithms, heuristics, integer programming, and so on. In this paper, we propose a new approach for solving Sudoku which is by modelling them as block-world problems. In block-world problems, there are a number of boxes on the table with a particular order or arrangement. The objective of this problem is to change this arrangement into the targeted arrangement with the help of two types of robots. In this paper, we present three models for Sudoku. We modellized Sudoku as parameterized multi-agent systems. A parameterized multi-agent system is a multi-agent system which consists of several uniform/similar agents and the number of the agents in the system is stated as the parameter of this system. We use Temporal Logic of Actions (TLA) for formalizing our models.

Keywords: Sudoku puzzle, block world problem, parameterized multi agent systems modelling, Temporal Logic of Actions.

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1 A Block World Problem Based Sudoku Solver

Authors: Luciana Abednego, Cecilia Nugraheni

Abstract:

There are many approaches proposed for solving Sudoku puzzles. One of them is by modelling the puzzles as block world problems. There have been three model for Sudoku solvers based on this approach. Each model expresses Sudoku solver as a parameterized multi agent systems. In this work, we propose a new model which is an improvement over the existing models. This paper presents the development of a Sudoku solver that implements all the proposed models. Some experiments have been conducted to determine the performance of each model.

Keywords: Sudoku puzzle, Sudoku solver, block world problem, parameterized multi agent systems.

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