南京大学LANDS组

南京大学LANDS(Laboratory of Advanced Networking andData Science)研究组隶属于计算机软件新技术国家重点实验室(State Key Laboratoryfor Novel Software Technology at Nanjing University)和南京大学计算机科学与技术系。主要从事分布式计算、物联网、数据挖掘、数据中心网络和移动计算等多个方向的研究和系统开发。研究课题的设立基于小组研究总方向的需要和每个成员的研究兴趣,研究的具体实施通过每周的讨论以及平时和相应老师的个别讨论而展开。小组负责人是陈贵海教授(博导,国家杰出青年基金获得者,主页: https://cs.nju.edu.cn/gchen/ )。

部分导师简介

陈贵海:教授,博导,国家杰出青年基金获得者。

介    绍:陈贵海,南京大学教授、博导。1984年获南京大学计算机软件专业学士学位,1987年获东南大学计算机应用专业硕士学位,1997年获得香港大学计算机科学博士学位,1998年任日本九州工业大学访问教授,1999年任香港大学研究员,2000年任澳洲昆士兰大学访问教授,2001~2003年受任美国韦恩州立大学访问教授。主要研究方向为分布式网络与数据处理,包括未来网络系统与协议、无线网络结构与优化、物联网与传感网、新型计算机体系结构、数据中心核心技术、数据分析与处理等。已发表论文400余篇,包括国际刊物及国际学术会议论文400余篇。部分成果已发表在ACM/IEEE Transactions on Networking,IEEETransactions on Computers,IEEE Transactions on Parallel& Distributed Systems,IEEE Transactions onKnowledge and Data Engineering,ACM Transactions onSensor Networks,The Computer Journal,International Journal of Foundations of Computer Science,Performance Evaluation,Wireless Networks等国际知名刊物和ICNP, MOBIHOC,INFOCOM,IPDPS,ICDCS,ICPP,HPCA,AAAI等国际一流会议上。GoogleScholar引用14000余次,单篇论文最高引用1200余次。多次获得国际会议最佳论文奖,包括ICNP 2015最佳论文奖。现任中国计算机学会分布计算与系统专委会主任,

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Given the grid below for the game of ACSL Patolli, utilize the following rules to play the game. All rules must be applied in the sequential order listed. 1 . There are 2 players. Each player has 3 markers. 2. The markers move according to the roll of a die (1 – 6). 3. Markers move in numerical order around the grid. 4. If, on a die roll, a marker lands on an occupied location, then that marker loses its turn and remains at its previous location. 5. A marker can jump over another marker on its way to finish its move. 6. A marker finishes its way around the grid when it lands on location 52. It is then removed from the board. A move can’t take a marker beyond location 52. If it does, the marker remains at its previous location. 7. If, on a die roll, a marker lands on an unoccupied location that is a prime number, the marker then moves six locations forward. However, it stops immediately before any occupied location. 8. If, on a die roll, a marker lands on an unoccupied location that is a perfect square greater than 4, the marker then moves 6 locations backwards. However, it stops immediately before any occupied location. 9. If, on a die roll, a marker lands on an unoccupied location that is neither a prime number nor a perfect square, then determine if the marker made at least one horizontal move followed by at least one vertical move (such as going from 6 to 8, 11 to 13, 26 to 28 … but not 2 to 4 or 30 to 32). In that case, the marker can only land on a location on its path that is a multiple of the die roll value even if it moves a smaller distance than the die roll value. However, if all the locations in its path that are multiples are occupied, then the marker does not move from its current location. The rules listed in #7 and #8 do not apply when using #9.
03-02

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