8,103 research outputs found

    Yet another mastermind strategy

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    Over the years many easily computable strategies for the game of Mastermind have been proposed. In this paper we present a new strategy (at least to our knowledge) that performs better than the well-known strategies: guess the code that has the highest number of possible answers. It is motivated and compared to four well-known strategies. Some empirical results are presented and discussed

    Optimal Algorithms for 2 x nAB Games--A Graph-Partition Approach

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    [[abstract]]This paper presents new and systematic methodologies to analyze deductive games and obtain optimal algorithms for 2 ? n AB games, where n ? 2. We have invented a graphic model to represent the game-guessing process. With this novel approach, we find some symmetric and recursive structures in the process. This not only reduces the size of the search space, but also helps us to derive the optimum strategies more efficiently. By using this technique, we develop optimal strategies for 2 ? n AB games in the expected and worst cases, and are able to derive the following new results: (1) ?n/2? + 1 guesses are necessary and sufficient for 2 ? n AB games in the worst case, (2) the minimum number of guesses required for 2 ? n AB games in the expected case is (4n3 + 21n2 - 76n + 72)/12n(n - 1) if n is even, and (4n3 + 21n2 - 82n + 105)/12n(n - 1) if n is odd. The optimization of this problem bears resemblance with other computational problems, such as circuit testing, differential cryptanalysis, on-line models with equivalent queries, and additive search problems. Any conclusion of this kind of deductive game may be applied, although probably not directly, to any of these problems, as well as to any other combinatorial optimization problem.

    The Impunity Project of the Inter American Press Association: Final Summary Report 2003-2006

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    Evaluates the impact of the initiative's rapid response unit, which investigates attacks and provides legal assistance; advertising campaign to make cases visible; and training program to prevent future attacks. Includes case summaries

    Tailoring persuasive health games to gamer type

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    Persuasive games are an effective approach for motivating health behavior, and recent years have seen an increase in games designed for changing human behaviors or attitudes. However, these games are limited in two major ways: first, they are not based on theories of what motivates healthy behavior change. This makes it difficult to evaluate why a persuasive approach works. Second, most persuasive games treat players as a monolithic group. As an attempt to resolve these weaknesses, we conducted a large-scale survey of 642 gamers' eating habits and their associated determinants of healthy behavior to understand how health behavior relates to gamer type. We developed seven different models of healthy eating behavior for the gamer types identified by BrainHex. We then explored the differences between the models and created two approaches for effective persuasive game design based on our results. The first is a one-size-fits-all approach that will motivate the majority of the population, while not demotivating any players. The second is a personalized approach that will best motivate a particular type of gamer. Finally, to make our approaches actionable in persuasive game design, we map common game mechanics to the determinants of healthy behavior

    The Query Complexity of Mastermind with l_p Distances

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    Consider a variant of the Mastermind game in which queries are l_p distances, rather than the usual Hamming distance. That is, a codemaker chooses a hidden vector y in {-k,-k+1,...,k-1,k}^n and answers to queries of the form ||y-x||_p where x in {-k,-k+1,...,k-1,k}^n. The goal is to minimize the number of queries made in order to correctly guess y. In this work, we show an upper bound of O(min{n,(n log k)/(log n)}) queries for any real 10. Thus, essentially any approximation of this problem is as hard as finding the hidden vector exactly, up to constant factors. Finally, we show that for the noisy version of the problem, i.e., the setting when the codemaker answers queries with any q = (1 +/- epsilon)||y-x||_p, there is no query efficient algorithm
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