13,568 research outputs found

    An update on the coin-moving game on the square grid

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    This paper extends the work started in 2002 by Demaine, Demaine and Verill (DDV) on coin-moving puzzles. These puzzles have a long history in the recreational literature, but were first systematically analyzed by DDV, who gave a full characterization of the solvable puzzles on the triangular grid and a partial characterization of the solvable puzzles on the square grid. This article specifically extends the study of the game on the square grid. Notably, DDV's result on puzzles with two "extra coins" is shown to be overly broad: this paper provides counterexamples as well as a revised version of this theorem. A new method for solving puzzles with two extra coins is then presented, which covers some cases where the aforementioned theorem does not apply. Puzzles with just one extra coin seem even more complicated, and are only touched upon by DDV. This paper delves deeper, studying a class of such puzzles that may be considered equivalent to a game of "poking" coins. Within this class, some cases are considered that are amenable to analysis

    Categories of insight and their correlates: An exploration of relationships among classic-type insight problems, rebus puzzles, remote associates and esoteric analogies.

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    A central question in creativity concerns how insightful ideas emerge. Anecdotal examples of insightful scientific and technical discoveries include Goodyear's discovery of the vulcanization of rubber, and Mendeleev's realization that there may be gaps as he tried to arrange the elements into the Periodic Table. Although most people would regard these discoveries as insightful, cognitive psychologists have had difficulty in agreeing on whether such ideas resulted from insights or from conventional problem solving processes. One area of wide agreement among psychologists is that insight involves a process of restructuring. If this view is correct, then understanding insight and its role in problem solving will depend on a better understanding of restructuring and the characteristics that describe it. This article proposes and tests a preliminary classification of insight problems based on several restructuring characteristics: the need to redefine spatial assumptions, the need to change defined forms, the degree of misdirection involved, the difficulty in visualizing a possible solution, the number of restructuring sequences in the problem, and the requirement for figure-ground type reversals. A second purpose of the study was to compare performance on classic spatial insight problems with two types of verbal tests that may be related to insight, the Remote Associates Test (RAT), and rebus puzzles. In doing so, we report on the results of a survey of 172 business students at the University of Waikato in New Zealand who completed classic-type insight, RAT and rebus problems

    TumbleBit: an untrusted Bitcoin-compatible anonymous payment hub

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    This paper presents TumbleBit, a new unidirectional unlinkable payment hub that is fully compatible with today s Bitcoin protocol. TumbleBit allows parties to make fast, anonymous, off-blockchain payments through an untrusted intermediary called the Tumbler. TumbleBits anonymity properties are similar to classic Chaumian eCash: no one, not even the Tumbler, can link a payment from its payer to its payee. Every payment made via TumbleBit is backed by bitcoins, and comes with a guarantee that Tumbler can neither violate anonymity, nor steal bitcoins, nor print money by issuing payments to itself. We prove the security of TumbleBit using the real/ideal world paradigm and the random oracle model. Security follows from the standard RSA assumption and ECDSA unforgeability. We implement TumbleBit, mix payments from 800 users and show that TumbleBits offblockchain payments can complete in seconds.https://eprint.iacr.org/2016/575.pdfPublished versio

    Review of \u3cem\u3eThe Silk Roads: A New History of the World\u3c/em\u3e by Peter Frankopan

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    Higher-Order Defeat and Doxastic Resilience

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    It seems obvious that when higher-order evidence makes it rational for one to doubt that one’s own belief on some matter is rational, this can undermine the rationality of that belief. This is known as higher-order defeat. However, despite its intuitive plausibility, it has proved puzzling how higher-order defeat works, exactly. To highlight two prominent sources of puzzlement, higher-order defeat seems to defy being understood in terms of conditionalization; and higher-order defeat can sometimes place agents in what seem like epistemic dilemmas. This chapter draws attention to an overlooked aspect of higher-order defeat, namely that it can undermine the resilience of one’s beliefs. The notion of resilience was originally devised to understand how one should reflect the ‘weight’ of one’s evidence. But it can also be applied to understand how one should reflect one’s higher-order evidence. The idea is particularly useful for understanding cases where one’s higher-order evidence indicates that one has failed in correctly assessing the evidence, without indicating whether one has over- or underestimated the degree of evidential support for a proposition. But it is exactly in such cases that the puzzles of higher-order defeat seem most compelling

    Escape Rooms: A New Offer in the Recreation Sector in Poland

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    Globalization leaves its footprint on the leisure market contributing to the global popularization of brand new forms of recreation. A perfect example of such instant diffusion of innovation on a global scale is the rapid development of escape rooms. The aim of the article is to try and explain the extraordinary popularity of escape rooms in Poland, mainly through an analysis of what they offer. The author presents the origins and development of this particular form of recreation, discusses the location of nearly 600 facilities functioning in 2016, as well as giving a detailed description of escape rooms in the ten large Polish cities. The study leads to the conclusion that the phenomenon of escape rooms stems from, among other things, the fundamental assumptions of the experience economy

    Moving coins

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    AbstractWe consider combinatorial and computational issues that are related to the problem of moving coins from one configuration to another. Coins are defined as non-overlapping discs, and moves are defined as collision free translations, all in the Euclidean plane. We obtain combinatorial bounds on the number of moves that are necessary and/or sufficient to move coins from one configuration to another. We also consider several decision problems related to coin moving, and obtain some results regarding their computational complexity
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