37 research outputs found

    Smart random walkers: the cost of knowing the path

    Get PDF
    In this work we study the problem of targeting signals in networks using entropy information measurements to quantify the cost of targeting. We introduce a penalization rule that imposes a restriction to the long paths and therefore focus the signal to the target. By this scheme we go continuously from fully random walkers to walkers biased to the target. We found that the optimal degree of penalization is mainly determined by the topology of the network. By analyzing several examples, we have found that a small amount of penalization reduces considerably the typical walk length, and from this we conclude that a network can be efficiently navigated with restricted information.Comment: 9 pages, 11 figure

    A study of memory effects in a chess database

    Full text link
    A series of recent works studying a database of chronologically sorted chess games --containing 1.4 million games played by humans between 1998 and 2007-- have shown that the popularity distribution of chess game-lines follows a Zipf's law, and that time series inferred from the sequences of those game-lines exhibit long-range memory effects. The presence of Zipf's law together with long-range memory effects was observed in several systems, however, the simultaneous emergence of these two phenomena were always studied separately up to now. In this work, by making use of a variant of the Yule-Simon preferential growth model, introduced by Cattuto et al., we provide an explanation for the simultaneous emergence of Zipf's law and long-range correlations memory effects in a chess database. We find that Cattuto's Model (CM) is able to reproduce both, Zipf's law and the long-range correlations, including size-dependent scaling of the Hurst exponent for the corresponding time series. CM allows an explanation for the simultaneous emergence of these two phenomena via a preferential growth dynamics, including a memory kernel, in the popularity distribution of chess game-lines. This mechanism results in an aging process in the chess game-line choice as the database grows. Moreover, we find burstiness in the activity of subsets of the most active players, although the aggregated activity of the pool of players displays inter-event times without burstiness. We show that CM is not able to produce time series with bursty behavior providing evidence that burstiness is not required for the explanation of the long-range correlation effects in the chess database.Comment: 18 pages, 7 figure

    Memory and long-range correlations in chess games

    Full text link
    In this paper we report the existence of long-range memory in the opening moves of a chronologically ordered set of chess games using an extensive chess database. We used two mapping rules to build discrete time series and analyzed them using two methods for detecting long-range correlations; rescaled range analysis and detrented fluctuation analysis. We found that long-range memory is related to the level of the players. When the database is filtered according to player levels we found differences in the persistence of the different subsets. For high level players, correlations are stronger at long time scales; whereas in intermediate and low level players they reach the maximum value at shorter time scales. This can be interpreted as a signature of the different strategies used by players with different levels of expertise. These results are robust against the assignation rules and the method employed in the analysis of the time series.Comment: 12 pages, 5 figures. Published in Physica

    Disorder-induced mechanism for positive exchange bias fields

    Full text link
    We propose a mechanism to explain the phenomenon of positive exchange bias on magnetic bilayered systems. The mechanism is based on the formation of a domain wall at a disordered interface during field cooling (FC) which induces a symmetry breaking of the antiferromagnet, without relying on any ad hoc assumption about the coupling between the ferromagnetic (FM) and antiferromagnetic (AFM) layers. The domain wall is a result of the disorder at the interface between FM and AFM, which reduces the effective anisotropy in the region. We show that the proposed mechanism explains several known experimental facts within a single theoretical framework. This result is supported by Monte Carlo simulations on a microscopic Heisenberg model, by micromagnetic calculations at zero temperature and by mean field analysis of an effective Ising like phenomenological model.Comment: 5 pages, 4 figure

    Inverse transition in the two dimensional dipolar frustrated ferromagnet

    Get PDF
    We show that the mean field phase diagram of the dipolar frustrated ferromagnet in an external field presents an inverse transition in the field-temperature plane. The presence of this type of transition has recently been observed experimentally in ultrathin films of Fe/Cu(001). We study a coarse-grained model Hamiltonian in two dimensions. The model supports stripe and bubble equilibrium phases, as well as the paramagnetic phase. At variance with common expectations, already in a single mode approximation, the model shows a sequence of paramagnetic-bubbles-stripes-paramagnetic phase transitions upon lowering the temperature at fixed external field. Going beyond the single mode approximation leads to the shrinking of the bubbles phase, which is restricted to a small region near the zero field critical temperature. Monte Carlo simulations results with a Heisenberg model are consistent with the mean field results.Comment: 8 pages, 6 figure

    Innovation and Nested Preferential Growth in Chess Playing Behavior

    Full text link
    Complexity develops via the incorporation of innovative properties. Chess is one of the most complex strategy games, where expert contenders exercise decision making by imitating old games or introducing innovations. In this work, we study innovation in chess by analyzing how different move sequences are played at the population level. It is found that the probability of exploring a new or innovative move decreases as a power law with the frequency of the preceding move sequence. Chess players also exploit already known move sequences according to their frequencies, following a preferential growth mechanism. Furthermore, innovation in chess exhibits Heaps' law suggesting similarities with the process of vocabulary growth. We propose a robust generative mechanism based on nested Yule-Simon preferential growth processes that reproduces the empirical observations. These results, supporting the self-similar nature of innovations in chess are important in the context of decision making in a competitive scenario, and extend the scope of relevant findings recently discovered regarding the emergence of Zipf's law in chess.Comment: 8 pages, 4 figures, accepted for publication in Europhysics Letters (EPL
    corecore