561 research outputs found
Threes!, Fives, 1024!, and 2048 are Hard
We analyze the computational complexity of the popular computer games
Threes!, 1024!, 2048 and many of their variants. For most known versions
expanded to an m x n board, we show that it is NP-hard to decide whether a
given starting position can be played to reach a specific (constant) tile
value.Comment: 14 pages, 9 figure
Vortex-strings in N=2 quiver X U(1) theories
We study half-BPS vortex-strings in four dimensional N=2 supersymmetric
quiver theories with gauge group SU(N)^n X U(1). The matter content of the
quiver can be represented by what we call a tetris diagram, which simplifies
the analysis of the Higgs vacua and the corresponding strings. We classify the
vacua of these theories in the presence of a Fayet-Iliopoulos term, and study
strings above fully-Higgsed vacua. The strings are studied using classical zero
modes analysis, supersymmetric localization and, in some cases, also S-duality.
We analyze the conditions for bulk-string decoupling at low energies. When the
conditions are satisfied, the low energy theory living on the string's
worldsheet is some 2d N=(2,2) supersymmetric non-linear sigma model. We analyze
the conditions for weak to weak 2d-4d map of parameters, and identify the
worldsheet theory in all the cases where the map is weak to weak. For some
SU(2) quivers, S-duality can be used to map weakly coupled worldsheet theories
to strongly coupled ones. In these cases, we are able to identify the
worldsheet theories also when the 2d-4d map of parameters is weak to strong.Comment: 61 pages, 10 figure
Approximate Dynamic Programming via a Smoothed Linear Program
We present a novel linear program for the approximation of the dynamic programming cost-to-go function in high-dimensional stochastic control problems. LP approaches to approximate DP have typically relied on a natural “projection” of a well-studied linear program for exact dynamic programming. Such programs restrict attention to approximations that are lower bounds to the optimal cost-to-go function. Our program—the “smoothed approximate linear program”—is distinct from such approaches and relaxes the restriction to lower bounding approximations in an appropriate fashion while remaining computationally tractable. Doing so appears to have several advantages: First, we demonstrate bounds on the quality of approximation to the optimal cost-to-go function afforded by our approach. These bounds are, in general, no worse than those available for extant LP approaches and for specific problem instances can be shown to be arbitrarily stronger. Second, experiments with our approach on a pair of challenging problems (the game of Tetris and a queueing network control problem) show that the approach outperforms the existing LP approach (which has previously been shown to be competitive with several ADP algorithms) by a substantial margin
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