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In this paper, we extend the concepts of demand data aggregation error to location problems involving coverage. These errors, which arise from losses in locational information, may lead to suboptimal location patterns. They are potentially more significant in covering problems than in p-median problems because the distance metric is binary in covering problems. We examine the Hillsman and Rhoda (1978) Source A, B, and C errors, identify their coverage counterparts, and relate them to the cost and optimality errors that may result. Three rules are then presented which, when applied during data aggregation, will reduce these errors. The third rule will, in fact, eliminate all loss of locational information, but may also limit the amount of aggregation possible. Results of computational tests on a large-scale problem are presented to demonstrate the performance of rule 3. 相似文献
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Walter Crist Alex de Voogt Anne‐Elizabeth Dunn‐Vaturi 《Oxford Journal of Archaeology》2016,35(2):179-196
This re‐evaluation of existing data on board games from the Near Eastern Bronze Age demonstrates their function as social lubricants in cross‐cultural interaction. Board games are situated theoretically as liminoid practices, which lie outside the bounds of normative social behaviour and allow for interaction across social boundaries. Utilizing double‐sided game boards, with an indigenous game on one side and a newly introduced game on the other, the games of senet, mehen and twenty squares provide evidence for social interactions. Cypriots had adopted Egyptian mehen and senet by the third millennium BC, and indigenized the games. This lies in contrast to the game of twenty squares, which had a particular role among elites in the Late Bronze Age interaction sphere. This anthropological discussion of evidence relating to gaming seeks to inspire further research on the role of board games in society. 相似文献
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