5,979 research outputs found
Candy Sharing and Chip Firing Games on Graphs
The Candy Game begins with a finite number of players sitting in a circle, each with an initial amount of candy. At each time step, each player passes half of their pile to the player on their left (with odd sized stacks receiving an extra piece of candy). The original question was whether every initial distribution of candy results in every player holding the same number of pieces after a finite number of turns. For arbitrary initial distributions, we prove asymptotically tight bounds on the final amount of candy. The diffusion chip firing game assigns integral chip amounts to each vertex of a graph. At each time step, a vertex sends a chip to each neighbor who has less chips than itself. We show that this game on the infinite path, with bounded chip labels remains bounded for all time
The New Hampshire, Vol. 105, No. 16 (Oct. 29, 2015)
An independent student produced newspaper from the University of New Hampshire
Cirquent calculus deepened
Cirquent calculus is a new proof-theoretic and semantic framework, whose main
distinguishing feature is being based on circuits, as opposed to the more
traditional approaches that deal with tree-like objects such as formulas or
sequents. Among its advantages are greater efficiency, flexibility and
expressiveness. This paper presents a detailed elaboration of a deep-inference
cirquent logic, which is naturally and inherently resource conscious. It shows
that classical logic, both syntactically and semantically, is just a special,
conservative fragment of this more general and, in a sense, more basic logic --
the logic of resources in the form of cirquent calculus. The reader will find
various arguments in favor of switching to the new framework, such as arguments
showing the insufficiency of the expressive power of linear logic or other
formula-based approaches to developing resource logics, exponential
improvements over the traditional approaches in both representational and proof
complexities offered by cirquent calculus, and more. Among the main purposes of
this paper is to provide an introductory-style starting point for what, as the
author wishes to hope, might have a chance to become a new line of research in
proof theory -- a proof theory based on circuits instead of formulas.Comment: Significant improvements over the previous version
Spartan Daily, October 12, 1954
Volume 43, Issue 15https://scholarworks.sjsu.edu/spartandaily/12067/thumbnail.jp
A game engine designed to simplify 2D video game development
In recent years, the increasing popularity of casual games for mobile and web has
promoted the development of new editors to make video games easier to create. The
development of these interactive applications is on its way to becoming democratized, so
that anyone who is interested, without any advanced knowledge of programming, can
create them for devices such as mobile phones or consoles. Nevertheless, most game
development environments rely on the traditional way of programming and need advanced technical skills, even despite today’s improvements. This paper presents a new 2D
game engine that reduces the complexity of video game development processes. The
game specification has been simplified, decreasing the complexity of the engine architecture and introducing a very easy-to-use editing environment for game creation. The
engine presented here allows the behaviour of the game objects to be defined using a very
small set of conditions and actions, without the need to use complex data structures. Some
experiments have been designed in order to validate its ease of use and its capacity in the
creation of a wide variety of games. To test it, users with little experience in programming
have developed arcade games using the presented environment as a proof of its easiness
with respect to other comparable software. Results obtained endorse the concept and the
hypothesis of its easiness of use and demonstrate the engine potential
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