This paper explores a simple question: How would we provide a high-quality search experience on Mars, where the fundamental physical limit is speed-of-light propagation delays on the order of tens of minutes? On Earth, users are accustomed to nearly instantaneous response times from search engines. Is it possible to overcome orders-of-magnitude longer latency to provide a tolerable user experience on Mars? In this paper, we formulate the searching from Mars problem as a tradeoff between "effort" (waiting for responses from Earth) and "data transfer" (pre-fetching or caching data on Mars). The contribution of our work is articulating this design space and presenting two case studies that explore the effectiveness of baseline techniques, using publicly available data from the TREC Total Recall and Sessions Tracks. We intend for this research problem to be aspirational and inspirational - even if one is not convinced by the premise of Mars colonization, there are Earth-based scenarios such as searching from a rural village in India that share similar constraints, thus making the problem worthy of exploration and attention from researchers.
The problem of searching from Mars is intended to be aspirational as well as inspirational. Even if one remains unconvinced about interplanetary colonization in the short term, our work remains relevant in the same sense that zombie apocalypse preparations advocated by the Centers for Disease Control are instructive. http: www.cdc.gov phpr zombies.htm Like that effort, theoretical considerations about unlikely scenarios can lead to insights with more immediate impact. In fact, search from Mars can be thought of as a specific instantiation of what @cite_13 call slow search'', which aims to relax latency requirements for a potentially higher-quality search experience. Slow search explores latencies on the order of minutes to hours, which is similar to speed of light propagation delay to Mars. There is substantial precedent for our work, as we discuss below.
@cite_13
2116345518 2952720101 32433637 2117418453
The rapid deployment of millions of mobile sensors and smartphones has resulted in a demand for opportunistic encounter-based networking to support mobile social networking applications and proximity-based gaming. However, the success of these emerging networks is limited by the lack of effective and energy efficient neighbor discovery protocols. While probabilistic approaches perform well for the average case, they exhibit long tails resulting in high upper bounds on neighbor discovery time. Recent deterministic protocols, which allow nodes to wake up at specific timeslots according to a particular pattern, improve on the worst case bound, but do so by sacrificing average case performance. In response to these limitations, we have designed Searchlight, a highly effective asynchronous discovery protocol that is built on three basic ideas. First, it leverages the constant offset between periodic awake slots to design a simple probing-based approach to ensure discovery. Second, it allows awake slots to cover larger sections of time, which ultimately reduces total awake time drastically. Finally, Searchlight has the option to employ probabilistic techniques with its deterministic approach that can considerably improve its performance in the average case when all nodes have the same duty cycle. We validate Searchlight through analysis and real-world experiments on smartphones that show considerable improvement (up to 50 ) in worst-case discovery latency over existing approaches in almost all cases, irrespective of duty cycle symmetry. In environments with uncertain dynamics exploration is necessary to learn how to perform well. Existing reinforcement learning algorithms provide strong exploration guarantees, but they tend to rely on an ergodicity assumption. The essence of ergodicity is that any state is eventually reachable from any other state by following a suitable policy. This assumption allows for exploration algorithms that operate by simply favoring states that have rarely been visited before. For most physical systems this assumption is impractical as the systems would break before any reasonable exploration has taken place, i.e., most physical systems don't satisfy the ergodicity assumption. In this paper we address the need for safe exploration methods in Markov decision processes. We first propose a general formulation of safety through ergodicity. We show that imposing safety by restricting attention to the resulting set of guaranteed safe policies is NP-hard. We then present an efficient algorithm for guaranteed safe, but potentially suboptimal, exploration. At the core is an optimization formulation in which the constraints restrict attention to a subset of the guaranteed safe policies and the objective favors exploration policies. Our framework is compatible with the majority of previously proposed exploration methods, which rely on an exploration bonus. Our experiments, which include a Martian terrain exploration problem, show that our method is able to explore better than classical exploration methods. In this paper we consider the group search problem, or evacu- ation problem, in which k mobile entities ( ( M E )s) located on the line perform search for a specific destination. The ( M E )s are initially placed at the same origin on the line L and the target is located at an unknown distance d, either to the left or to the right from the origin. All ( M E )s must simultaneously occupy the destination, and the goal is to minimize the time necessary for this to happen. The problem with k = 1 is known as the cow-path problem, and the time required for this problem is known to be 9d − o(d) in the worst case (when the cow moves at unit speed); it is also known that this is the case for k ≥ 1 unit-speed ( M E )s. In this paper we present a clear argument for this claim by showing a rather counter-intuitive result. Namely, independent of the number of ( M E )s, group search cannot be performed faster than in time 9d − o(d). We also examine the case of k = 2 ( M E )s with different speeds, showing a surprising result that the bound of 9d can be achieved when one ( M E ) has unit speed, and the other ( M E ) moves with speed at least 1 3. For a training dataset with a nonexhaustive list of classes, i.e. some classes are not yet known and hence are not represented, the resulting learning problem is ill-defined. In this case a sample from a missing class is incorrectly classified to one of the existing classes. For some applications the cost of misclassifying a sample could be negligible. However, the significance of this problem can better be acknowledged when the potentially undesirable consequences of incorrectly classifying a food pathogen as a nonpathogen are considered. Our research is directed towards the real-time detection of food pathogens using optical-scattering technology. Bacterial colonies consisting of the progeny of a single parent cell scatter light at 635 nm to produce unique forward-scatter signatures. These spectral signatures contain descriptive characteristics of bacterial colonies, which can be used to identify bacteria cultures in real time. One bottleneck that remains to be addressed is the nonexhaustive nature of the training library. It is very difficult if not impractical to collect samples from all possible bacteria colonies and construct a digital library with an exhaustive set of scatter signatures. This study deals with the real-time detection of samples from a missing class and the associated problem of learning with a nonexhaustive training dataset. Our proposed method assumes a common prior for the set of all classes, known and missing. The parameters of the prior are estimated from the samples of the known classes. This prior is then used to generate a large number of samples to simulate the space of missing classes. Finally a Bayesian maximum likelihood classifier is implemented using samples from real as well as simulated classes. Experiments performed with samples collected for 28 bacteria subclasses favor the proposed approach over the state of the art.