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<?xml-stylesheet type="text/xsl" href="colloquium.xsl"?>
<colloquium xmlns="http://www.cs.uu.nl/docs/vakken/cqgmt" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.cs.uu.nl/docs/vakken/cqgmt colloquium.xsd">
  <date>2008-11-06</date>
  <start>11:00:00</start>
  <end>13:00:00</end>
  <location>Aard Groot</location>
  <speaker>
    <name>Virginia Dignum</name>
    <affiliation>Utrecht University</affiliation>
    <title>The person behind the player</title>
    <abstract>
      <p xmlns="http://www.w3.org/1999/xhtml">
        Is there a relation between the way people are in real life and the way they are in games?
        People differ in their personality, culture, and position, and the decisions they make are
        for a part determined by these differences.  We have researched the relation between
        personality and player motivation and how virtual environments can be adapted to different
        types of people.  Furthermore,  persons&apos; characteristics influence the way one
        collaborates with others. We are developing models (for gaming characters) that incorporate
        different decision making styles. These models should result in more human-like characters
        and in improved collaboration between players and game characters. 
      </p>
    </abstract>
  </speaker>
  <speaker>
    <name>Herman Haverkort</name>
    <affiliation>Technische Universiteit Eindhoven</affiliation>
    <title>Designing algorithms for data that does not fit in memory</title>
    <abstract>
      <p xmlns="http://www.w3.org/1999/xhtml">
        When processing large data sets that do not fit in the main memory of a computer, data has
        to be swapped between memory and disks during the computation. Since accessing the disk
        easily takes a million times longer than an elementary operation on the CPU, disk access
        (&quot;I/O&quot;) will often dominate the running time of the computation. The hardware
        can help by transferring data to and from disk in large blocks, transferring lots of bytes
        in almost the same time as accessing a single byte. But which algorithms can really take
        advantage of these extra bytes, and which algorithms still need a different block to be
        loaded into memory at every step of the computation?
      </p>
      <p xmlns="http://www.w3.org/1999/xhtml">
        It turns out that algorithms designed for data that fits in main memory are often horribly
        inefficient when data is stored on disk. This inspired a large area of research to design
        so-called &quot;I/O-efficient&quot; algorithms. Many useful standard techniques were
        found to make algorithms I/O-efficient. Still there are some seemingly trivial problems
        (particularly graph traversal problems) for which it is not known how to solve them
        optimally with respect to disk accesses. In this talk I will discuss the standard model to
        analyse the I/O-efficiency of algorithms and discuss some basic results and open problems in
        the field. 
      </p>
    </abstract>
  </speaker>
</colloquium>
