22 research outputs found

    Optimal Strategies for Static Black-Peg AB Game With Two and Three Pegs

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    The AB~Game is a game similar to the popular game Mastermind. We study a version of this game called Static Black-Peg AB~Game. It is played by two players, the codemaker and the codebreaker. The codemaker creates a so-called secret by placing a color from a set of cc colors on each of pā‰¤cp \le c pegs, subject to the condition that every color is used at most once. The codebreaker tries to determine the secret by asking questions, where all questions are given at once and each question is a possible secret. As an answer the codemaker reveals the number of correctly placed colors for each of the questions. After that, the codebreaker only has one more try to determine the secret and thus to win the game. For given pp and cc, our goal is to find the smallest number kk of questions the codebreaker needs to win, regardless of the secret, and the corresponding list of questions, called a (k+1)(k+1)-strategy. We present a āŒˆ4c/3āŒ‰āˆ’1)\lceil 4c/3 \rceil-1)-strategy for p=2p=2 for all cā‰„2c \ge 2, and a āŒŠ(3cāˆ’1)/2āŒ‹\lfloor (3c-1)/2 \rfloor-strategy for p=3p=3 for all cā‰„4c \ge 4 and show the optimality of both strategies, i.e., we prove that no (k+1)(k+1)-strategy for a smaller kk exists

    The Papers of Thomas A. Edison

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    This richly illustrated volume explores Edisonā€™s inventive and personal pursuits from 1885 to 1887.Two decades after the American Civil War, no name was more closely associated with the nationā€™s inventive and entrepreneurial spirit than that of Thomas Edison. The restless changes of those years were reflected in the life of Americaā€™s foremost inventor. Having cemented his reputation with his electric lighting system, Edison had decided to withdraw partially from that field. At the start of 1885, newly widowed at mid-life with three young children, he launched into a series of personal and professional migrations, setting in motion chains of events that would influence his work and fundamentally reshape his life. Edisonā€™s inventive activities took off in new directions, flowing between practical projects (such as wireless and high-capacity telegraph systems) and futuristic ones (exploring forms of electromagnetic energy and the convertibility of one to another). Inside of two years, he would travel widely, marry the daughter of a prominent industrialist and religious educator, leave New York City for a grand home in a sylvan suburb, and construct a winter laboratory and second home in Florida. Edisonā€™s family and interior life are remarkably visible at this moment; his papers include the only known diary in which he recorded personal thoughts and events. By 1887, the familiar rhythms of his life began to reassert themselves in his new settings; the family faded from view as he planned, built, and occupied a New Jersey laboratory complex befitting his status. The eighth volume of the series, New Beginnings includes 358 documents (chosen from among thousands) that are the most revealing and representative of Edisonā€™s work, life, and place in American culture in these years. Illustrated with hundreds of Edisonā€™s drawings, these documents are further illuminated by meticulous research on a wide range of sources, including the most recently digitized newspapers and journals of the day

    Solving Static Permutation Mastermind using O(nlogā”n)O(n \log n) Queries

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    Permutation Mastermind is a version of the classical mastermind game in which the number of positions nn is equal to the number of colors kk, and repetition of colors is not allowed, neither in the codeword nor in the queries. In this paper we solve the main open question from Glazik, J\"ager, Schiemann and Srivastav (2021), who asked whether their bound of O(n1.525)O(n^{1.525}) for the static version can be improved to O(nlogā”n)O(n \log n), which would be best possible. By using a simple probabilistic argument we show that this is indeed the case.Comment: 6 page

    Dynamics of Industrial Revolution 4.0: Digital Technology Transformation and Cultural Evolution

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    Dynamics of Industrial Revolution 4.0: Digital Technology Transformation and Cultural Evolution ā€“ Wulandari et al (eds) Ā© 2021 The Author(s), ISBN 978-1-032-04451-4 Preface The 7th Bandung Creative Movement (BCM) held on 12 November 2020, live from Telkom Univer- sity in Bandung, gathered people from creative sectors dealing with creative industries and digital technology. Under the theme Dynamics of Industrial Revolution 4.0: Digital Technology Transformation and cultural evolution, 7th BCM discussed how the digital world and connectivity transformed in accordance with human needs and social culture. It also underlined how technology and community influence each other to continuous innovation by integrating aesthetic, emotional aspects, and culture with the latest technology. The conference examined issues on: ā€¢ Aesthetic evolution in digital era. ā€¢ How and to what extent does the digital technology influence environmental transformation? ā€¢ What is the relation between Digital Technology and cultural evolution? How digital technology changes people behaviour and culture, and vice versa? ā€¢ What is the importance of Creative Technology and data in the creative industry? ā€¢ Discussion on innovation of Products, Creative industries management and marketing ā€¢ Digital education for creative industries In response to the pandemic, issues related to covid-19 and digital technology were also discussed. How the creative world & digital technology respond and answer to the pandemic. The keynote speakers, that came from various backgrounds and from different countries, are: 1. Vichaya Mukdamanee, BFA, MFA, PhD, Silpakorn Thailand 2. Mumtaz Mokhtar (Assoc. Prof. Dr.) PhD, UiTM Malaysia 3. Florian Heinzelmann, PhD, Dipl.-Ing. (FH), M. Arch., SBA, SHAU Architecture and Urbanism, The Netherlands 4. Dr. Ira Wirasari, Telkom University, Indonesia The parallel session presented 64 papers coming from collaborative and individual works. All papers are divided into 7 sub themes as offered in this open access proceeding. We believe and hope that readers will find 7th BCM an enriching overview on digital creative world worth sharin

    Positions- und Detektionsspiele

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    When it comes to the interaction of two ore more parties with individual aims, itā€™s all about ļ¬nding an appropriate strategy. In most cases, the individual aim boils down to detection of information about the general situation or about your opponents and improvement of your own position. This goal becomes most clear and speciļ¬c in the ļ¬eld of recreational games. In games like chess or tic-tac-toe, every player has complete information and the playerā€™s position decides over win and loss. On the contrary, in games like poker every player tries to ļ¬nd out the value of the other playersā€™ hands to play accordingly. This uncertainty of the opponentā€™s hand is the factor that makes the game interesting. Since all results of this thesis are connected to the ļ¬eld of game theory, it seems important to mention that this research ļ¬eld is not about having fun with diļ¬€erent kinds of games, but, in the contrary, itā€™s about analysis of these games. The crucial diļ¬€erence between casual games and formal combinatorial games is that a combinatorial game is always assumed to be played by two players of inļ¬nite computational power. If the considered game is of complete information, the outcome of the game is already determined before it even started. The variety of games that are analyzed in this work ranges from popular recreational games as Mastermind over network-formation games to purely abstract games on graphs or hypergraph

    Complexity Theory for Discrete Black-Box Optimization Heuristics

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    A predominant topic in the theory of evolutionary algorithms and, more generally, theory of randomized black-box optimization techniques is running time analysis. Running time analysis aims at understanding the performance of a given heuristic on a given problem by bounding the number of function evaluations that are needed by the heuristic to identify a solution of a desired quality. As in general algorithms theory, this running time perspective is most useful when it is complemented by a meaningful complexity theory that studies the limits of algorithmic solutions. In the context of discrete black-box optimization, several black-box complexity models have been developed to analyze the best possible performance that a black-box optimization algorithm can achieve on a given problem. The models differ in the classes of algorithms to which these lower bounds apply. This way, black-box complexity contributes to a better understanding of how certain algorithmic choices (such as the amount of memory used by a heuristic, its selective pressure, or properties of the strategies that it uses to create new solution candidates) influences performance. In this chapter we review the different black-box complexity models that have been proposed in the literature, survey the bounds that have been obtained for these models, and discuss how the interplay of running time analysis and black-box complexity can inspire new algorithmic solutions to well-researched problems in evolutionary computation. We also discuss in this chapter several interesting open questions for future work.Comment: This survey article is to appear (in a slightly modified form) in the book "Theory of Randomized Search Heuristics in Discrete Search Spaces", which will be published by Springer in 2018. The book is edited by Benjamin Doerr and Frank Neumann. Missing numbers of pointers to other chapters of this book will be added as soon as possibl

    A Holmes and Doyle Bibliography, Volume 9: All Formatsā€”Combined Alphabetical Listing

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    This bibliography is a work in progress. It attempts to update Ronald B. De Waalā€™s comprehensive bibliography, The Universal Sherlock Holmes, but does not claim to be exhaustive in content. New works are continually discovered and added to this bibliography. Readers and researchers are invited to suggest additional content. This volume contains all listings in all formats, arranged alphabetically by author or main entry. In other words, it combines the listings from Volume 1 (Monograph and Serial Titles), Volume 3 (Periodical Articles), and Volume 7 (Audio/Visual Materials) into a comprehensive bibliography. (There may be additional materials included in this list, e.g. duplicate items and items not yet fully edited.) As in the other volumes, coverage of this material begins around 1994, the final year covered by De Waal's bibliography, but may not yet be totally up-to-date (given the ongoing nature of this bibliography). It is hoped that other titles will be added at a later date. At present, this bibliography includes 12,594 items

    The Role of Weaving in Smart material Systems

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    This thesis is an investigation into woven textile structures and weave construction methodologies. The main question at the heart of this research is what are smart textiles and what role/s can weaving play in the creation of such textiles in the future? A critical review of the literature led to a grammatical investigation and interpretation of the term smart textiles, and as a result a key differentiator between superficial and deep responsivity in constructed textiles is made: the latter is henceforth used to describe the uniqueness of smart textiles. The thesis proceeds to explore the fundamental engineering of textiles as material systems and by doing so, provide clues as to how fabrics could themselves be considered smart. Through this exploration, an original ā€˜textile anatomyā€™ mapping tool is presented with the aim to enhance and deepen current understanding of textiles and represent them as material systems instead. The hybrid research methodology that governed this investigation is unique. It relies on the creative tools of Design while also inherently applies the investigative methods of Science, Technology and Engineering. Weaving is explored through processes of making as an approach to develop smart textiles following an extensive historical review revealing that although methods of weave production have much evolved, the weave structures themselves have not changed at all for thousands of years. A series of experimental case studies are presented, which seek to explore and challenge current limitations of weaving for the creation of a new generation of material systems. As part of this work, the role of additive manufacturing was challenged, but its role as substitute manufacturing technique for textiles was accordingly rejected. This research finds that since weaving has become solely dependent on its machines, the structures produced through these processes of manufacturing are governed by such same specifications and limitations. As a result, in order to step away from current constraints, new assembly methodologies need to be revised. This is particularly applicable within the context of future (smart) material systems, and micro and nano fabrication techniques
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