3,351 research outputs found

    Playing Mastermind With Constant-Size Memory

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    We analyze the classic board game of Mastermind with nn holes and a constant number of colors. A result of Chv\'atal (Combinatorica 3 (1983), 325-329) states that the codebreaker can find the secret code with Θ(n/log⁥n)\Theta(n / \log n) questions. We show that this bound remains valid if the codebreaker may only store a constant number of guesses and answers. In addition to an intrinsic interest in this question, our result also disproves a conjecture of Droste, Jansen, and Wegener (Theory of Computing Systems 39 (2006), 525-544) on the memory-restricted black-box complexity of the OneMax function class.Comment: 23 page

    OneMax in Black-Box Models with Several Restrictions

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    Black-box complexity studies lower bounds for the efficiency of general-purpose black-box optimization algorithms such as evolutionary algorithms and other search heuristics. Different models exist, each one being designed to analyze a different aspect of typical heuristics such as the memory size or the variation operators in use. While most of the previous works focus on one particular such aspect, we consider in this work how the combination of several algorithmic restrictions influence the black-box complexity. Our testbed are so-called OneMax functions, a classical set of test functions that is intimately related to classic coin-weighing problems and to the board game Mastermind. We analyze in particular the combined memory-restricted ranking-based black-box complexity of OneMax for different memory sizes. While its isolated memory-restricted as well as its ranking-based black-box complexity for bit strings of length nn is only of order n/log⁥nn/\log n, the combined model does not allow for algorithms being faster than linear in nn, as can be seen by standard information-theoretic considerations. We show that this linear bound is indeed asymptotically tight. Similar results are obtained for other memory- and offspring-sizes. Our results also apply to the (Monte Carlo) complexity of OneMax in the recently introduced elitist model, in which only the best-so-far solution can be kept in the memory. Finally, we also provide improved lower bounds for the complexity of OneMax in the regarded models. Our result enlivens the quest for natural evolutionary algorithms optimizing OneMax in o(nlog⁥n)o(n \log n) iterations.Comment: This is the full version of a paper accepted to GECCO 201

    Reducing the Arity in Unbiased Black-Box Complexity

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    We show that for all 1<k≀log⁥n1<k \leq \log n the kk-ary unbiased black-box complexity of the nn-dimensional \onemax function class is O(n/k)O(n/k). This indicates that the power of higher arity operators is much stronger than what the previous O(n/log⁥k)O(n/\log k) bound by Doerr et al. (Faster black-box algorithms through higher arity operators, Proc. of FOGA 2011, pp. 163--172, ACM, 2011) suggests. The key to this result is an encoding strategy, which might be of independent interest. We show that, using kk-ary unbiased variation operators only, we may simulate an unrestricted memory of size O(2k)O(2^k) bits.Comment: An extended abstract of this paper has been accepted for inclusion in the proceedings of the Genetic and Evolutionary Computation Conference (GECCO 2012

    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

    On the Query Complexity of Black-Peg AB-Mastermind

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    Mastermind is a two players zero sum game of imperfect information. Starting with Erd˝os and RĂ©nyi (1963), its combinatorics have been studied to date by several authors, e.g., Knuth (1977), ChvĂĄtal (1983), Goodrich (2009). The ïŹrst player, called “codemaker”, chooses a secret code and the second player, called “codebreaker”, tries to break the secret code by making as few guesses as possible, exploiting information that is given by the codemaker after each guess. For variants that allow color repetition, Doerr et al. (2016) showed optimal results. In this paper, we consider the so called Black-Peg variant of Mastermind, where the only information concerning a guess is the number of positions in which the guess coincides with the secret code. More precisely, we deal with a special version of the Black-Peg game with n holes and k ≄ n colors where no repetition of colors is allowed. We present upper and lower bounds on the number of guesses necessary to break the secret code. For the case k = n, the secret code can be algorithmically identiïŹed within less than (n − 3)dlog 2 ne + 5 2 n − 1 queries. This result improves the result of Ker-I Ko and Shia-Chung Teng (1985) by almost a factor of 2. For the case k > n, we prove an upper bound of (n − 2)dlog 2 ne + k + 1. Furthermore, we prove a new lower bound of n for the case k = n, which improves the recent n − log log(n) bound of Berger et al. (2016). We then generalize this lower bound to k queries for the case k ≄ n

    “Like Following a Mirage”: Memory and Empowerment in Alice Munro’s “The Bear Came Over the Mountain”

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    La nouvelle “The Bear Came Over the Mountain” d’Alice Munro est une Ă©tude sur la douleur, la perte, la trahison et, en premier lieu, une rĂ©flexion sur le principe fĂ©minin. La nouvelle a attirĂ© l’attention d’autres Ă©crivains – en particulier celle de Jonathan Franzen qui la classe parmi les plus belles rĂ©ussites de Munro ; ou Sarah Polly qui a rĂ©alisĂ© Away from Her, l’adaptation d’un texte fort ambigu. Le prĂ©sent article souhaite revenir sur cette ambigĂŒitĂ©. À premiĂšre vue, la nouvelle dĂ©crit la tragĂ©die d’une femme qui sombre peu Ă  peu dans la maladie d’Alzheimer : Fiona doit apprendre Ă  vivre avec ses dĂ©faillances mĂ©morielles et accepter de quitter son foyer. Munro ne se satisfait jamais de prĂ©senter le point de vue limitĂ© d’un personnage. Elle laisse entrevoir, par le biais de subtiles suggestions, que le choix de Fiona de s’écarter du monde social relĂšve d’un dĂ©sir de se venger de mari volage. En d’autres termes, cet article suggĂšre que Fiona joue la malade pour reprendre sa vie en main et ainsi Ă©chapper Ă  l’amour hypocrite de son Ă©poux. De cette maniĂšre, la nouvelle devient l’une des illustrations rĂ©centes les plus fortes de l’ambition de Munro de dĂ©crire les femmes dans leur vie de tous les jours et d’explorer les moyens mis en Ɠuvre pour en amĂ©liorer les conditions

    Affective states during problem solving : The role of feedback, individual performance, and motivation.

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    Individuals who perform a task to achieve a goal undergo different affective states, depending on whether they advance towards their goal or not. Those individuals who are able to perform well are confronted with significantly more goal-advancing situations and more positive affective contexts accordingly than individuals who perform poorly. The main contribution of this thesis is a novel experimental task, namely Luckless Mastermind, that allows computer-aided empirical investigation of affective states during problem solving by providing the same goal-advancing situation to any individual, regardless of actual performance. The robustness of resulting game courses is proven via an extensive-search algorithm. The task paradigm enables analysis of different affective states in terms of peripheral physiological response. Skin conductance response is utilized as physiological signal. Based on Luckless Mastermind, an experimental setup has been developed and implemented to investigate three different hypotheses on affective states during problem solving targeted on objective valence, individual evaluation, and ambition
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