7,069 research outputs found

    Computational Complexity of Generalized Push Fight

    Get PDF
    We analyze the computational complexity of optimally playing the two-player board game Push Fight, generalized to an arbitrary board and number of pieces. We prove that the game is PSPACE-hard to decide who will win from a given position, even for simple (almost rectangular) hole-free boards. We also analyze the mate-in-1 problem: can the player win in a single turn? One turn in Push Fight consists of up to two "moves" followed by a mandatory "push". With these rules, or generalizing the number of allowed moves to any constant, we show mate-in-1 can be solved in polynomial time. If, however, the number of moves per turn is part of the input, the problem becomes NP-complete. On the other hand, without any limit on the number of moves per turn, the problem becomes polynomially solvable again

    The Less Intelligent the Elements, the More Intelligent the Whole. Or, Possibly Not?

    Full text link
    We dare to make use of a possible analogy between neurons in a brain and people in society, asking ourselves whether individual intelligence is necessary in order to collective wisdom to emerge and, most importantly, what sort of individual intelligence is conducive of greater collective wisdom. We review insights and findings from connectionism, agent-based modeling, group psychology, economics and physics, casting them in terms of changing structure of the system's Lyapunov function. Finally, we apply these insights to the sort and degrees of intelligence of preys and predators in the Lotka-Volterra model, explaining why certain individual understandings lead to co-existence of the two species whereas other usages of their individual intelligence cause global extinction.Comment: 22 pages, 3 figure

    Behavior Trees in Robotics and AI: An Introduction

    Full text link
    A Behavior Tree (BT) is a way to structure the switching between different tasks in an autonomous agent, such as a robot or a virtual entity in a computer game. BTs are a very efficient way of creating complex systems that are both modular and reactive. These properties are crucial in many applications, which has led to the spread of BT from computer game programming to many branches of AI and Robotics. In this book, we will first give an introduction to BTs, then we describe how BTs relate to, and in many cases generalize, earlier switching structures. These ideas are then used as a foundation for a set of efficient and easy to use design principles. Properties such as safety, robustness, and efficiency are important for an autonomous system, and we describe a set of tools for formally analyzing these using a state space description of BTs. With the new analysis tools, we can formalize the descriptions of how BTs generalize earlier approaches. We also show the use of BTs in automated planning and machine learning. Finally, we describe an extended set of tools to capture the behavior of Stochastic BTs, where the outcomes of actions are described by probabilities. These tools enable the computation of both success probabilities and time to completion

    Trading Cultural Goods in the Era of Digital Piracy

    Get PDF
    The issue of digital piracy is a hot button among governments around the world. Piracy rates may significantly affect both internal and international trade of cultural goods. This paper aims to empirically assess the effect of digital piracy on bilateral trade in cultural goods. We focus on trade in music, films and media. Analysing an 11-year panel of 25 countries, we find that piracy does affect bilateral trade, but to varying extents.trade; trade; cultural goods; piracy; spatial filtering; network autocorrelation
    • …
    corecore