50,816 research outputs found
Hide-and-Seek with Directional Sensing
We consider a game played between a hider, who hides a static object in one
of several possible positions in a bounded planar region, and a searcher, who
wishes to reach the object by querying sensors placed in the plane. The
searcher is a mobile agent, and whenever it physically visits a sensor, the
sensor returns a random direction, corresponding to a half-plane in which the
hidden object is located. We first present a novel search heuristic and
characterize bounds on the expected distance covered before reaching the
object. Next, we model this game as a large-dimensional zero-sum dynamic game
and we apply a recently introduced randomized sampling technique that provides
a probabilistic level of security to the hider. We observe that, when the
randomized sampling approach is only allowed to select a very small number of
samples, the cost of the heuristic is comparable to the security level provided
by the randomized procedure. However, as we allow the number of samples to
increase, the randomized procedure provides a higher probabilistic security
level.Comment: A short version of this paper (without proofs) will be presented at
the 18th IFAC World Congress (IFAC 2011), Milan (Italy), August 28-September
2, 201
A Random Walk Perspective on Hide-and-Seek Games
We investigate hide-and-seek games on complex networks using a random walk
framework. Specifically, we investigate the efficiency of various degree-biased
random walk search strategies to locate items that are randomly hidden on a
subset of vertices of a random graph. Vertices at which items are hidden in the
network are chosen at random as well, though with probabilities that may depend
on degree. We pitch various hide and seek strategies against each other, and
determine the efficiency of search strategies by computing the average number
of hidden items that a searcher will uncover in a random walk of steps. Our
analysis is based on the cavity method for finite single instances of the
problem, and generalises previous work of De Bacco et al. [1] so as to cover
degree-biased random walks. We also extend the analysis to deal with the
thermodynamic limit of infinite system size. We study a broad spectrum of
functional forms for the degree bias of both the hiding and the search strategy
and investigate the efficiency of families of search strategies for cases where
their functional form is either matched or unmatched to that of the hiding
strategy. Our results are in excellent agreement with those of numerical
simulations. We propose two simple approximations for predicting efficient
search strategies. One is based on an equilibrium analysis of the random walk
search strategy. While not exact, it produces correct orders of magnitude for
parameters characterising optimal search strategies. The second exploits the
existence of an effective drift in random walks on networks, and is expected to
be efficient in systems with low concentration of small degree nodes.Comment: 31 pages, 10 (multi-part) figure
Effects of the dominant in Secret Window.
This paper seeks to identify and examine 'problematic' aesthetic strategies in David Koepp's Secret Window (2004). Arguing that the film fits into a specific 'puzzle film' category favouring self-deceiving protagonists and surprise twists, the paper seeks to account for the negative critical reaction accrued by the film's denouement. Most centrally, I invoke the Russian Formalist's concept of the 'dominant' in order to suggest how Secret Window subordinates textual elements to the film's narrative revelation. It is this prioritising of the main plot twist that accounts for many of the film's dramaturgically contentious tactics. The paper demonstrates the means by which Secret Window cuts against the grain of Hollywood storytelling norms; it suggests that the film manipulates character engagement in a way that exceeds the puzzle film's traditional reshuffling of sympathies; and it indicates how the film deploys generic convention and allusion to engender a highly self-conscious and repressive narration. These arguments aim to show that the film displays bold and sophisticated aesthetic strategies. More broadly, the paper argues that by analysing problematic examples of a film genre, we can usefully disclose the aesthetic principles that underpin the genre's more successful films
Path Planning Problems with Side Observations-When Colonels Play Hide-and-Seek
Resource allocation games such as the famous Colonel Blotto (CB) and
Hide-and-Seek (HS) games are often used to model a large variety of practical
problems, but only in their one-shot versions. Indeed, due to their extremely
large strategy space, it remains an open question how one can efficiently learn
in these games. In this work, we show that the online CB and HS games can be
cast as path planning problems with side-observations (SOPPP): at each stage, a
learner chooses a path on a directed acyclic graph and suffers the sum of
losses that are adversarially assigned to the corresponding edges; and she then
receives semi-bandit feedback with side-observations (i.e., she observes the
losses on the chosen edges plus some others). We propose a novel algorithm,
EXP3-OE, the first-of-its-kind with guaranteed efficient running time for SOPPP
without requiring any auxiliary oracle. We provide an expected-regret bound of
EXP3-OE in SOPPP matching the order of the best benchmark in the literature.
Moreover, we introduce additional assumptions on the observability model under
which we can further improve the regret bounds of EXP3-OE. We illustrate the
benefit of using EXP3-OE in SOPPP by applying it to the online CB and HS games.Comment: Previously, this work appeared as arXiv:1911.09023 which was
mistakenly submitted as a new article (has been submitted to be withdrawn).
This is a preprint of the work published in Proceedings of the 34th AAAI
Conference on Artificial Intelligence (AAAI
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