Chesskell: a two-player game at the type level

2021 ◽  
Author(s):  
Toby Bailey ◽  
Michael B. Gale
Keyword(s):  
2020 ◽  
pp. 1-15
Author(s):  
Tristan Cazenave ◽  
Jean-Yves Lucas ◽  
Thomas Triboulet ◽  
Hyoseok Kim

Nested Rollout Policy Adaptation (NRPA) is a Monte Carlo search algorithm that learns a playout policy in order to solve a single player game. In this paper we apply NRPA to the vehicle routing problem. This problem is important for large companies that have to manage a fleet of vehicles on a daily basis. Real problems are often too large to be solved exactly. The algorithm is applied to standard problem of the literature and to the specific problems of EDF (Electricité De France, the main French electric utility company). These specific problems have peculiar constraints. NRPA gives better result than the algorithm previously used by EDF.


2021 ◽  
Vol 9 (5) ◽  
pp. 232596712110088
Author(s):  
Ryan L. Crotin ◽  
Toshimasa Yanai ◽  
Peter Chalmers ◽  
Kenneth B. Smale ◽  
Brandon J. Erickson ◽  
...  

Background: There has been minimal research investigating injury and pitching performance differences between Major League Baseball (MLB) and other professional leagues. Purpose/Hypothesis: This 2-team comparison between MLB and Japan’s Nippon Professional Baseball (NPB) involved affiliated players over 5 years. We hypothesized that teams would differ in the injury incidence, mechanism of injury, pitch velocity, and pitch type usage. Study Design: Descriptive epidemiology study. Methods: Between 2015 and 2019, pitching data as well as injury statistics for the highest level and minor league affiliates of the Los Angeles Angels (MLB) and the Hiroshima Toyo Carp (NPB) were reviewed for significant differences in the injury prevalence, injury type, mechanism of injury, and days missed. In total, 3781 MLB and 371 NPB injuries were studied. Results: MLB-affiliated players were significantly younger, taller, and heavier ( P < .001) than were NPB-affiliated players. MLB-affiliated pitchers threw faster than did their NPB counterparts ( P = .026). MLB minor league pitchers threw more curveballs than did NPB minor league pitchers ( P = .004), and MLB minor league relief pitchers threw more sliders than did NPB minor league relief pitchers ( P = .02). The MLB team had a 3.7-fold higher incidence of injuries versus the NPB team (0.030 vs 0.008 injuries per player-game, respectively) as well as more repeat injuries, with fewer days missed per injury (15.8 ± 54.7 vs 36.2 ± 55.1 days, respectively; P < .001). The MLB team also had a higher percentage of injuries that were throwing related ( P < .001), were contact related ( P < .001), and occurred outside of competition ( P < .001) compared with the NPB team. Conclusion: This is the first empirical study examining injury trends and pitching characteristics between MLB and NPB athletes. MLB-affiliated pitchers threw faster and relied more on breaking pitches in comparison with NPB-affiliated pitchers. From injury data, MLB players were younger, taller, and heavier with a higher percentage of throwing-related injuries, contact injuries, and injuries sustained outside of competition. Overall, the MLB team indicated a 3.7-fold higher rate of reported injuries with fewer days missed per injury than did the NPB team. Competitive conditions are distinctly different between MLB and NPB, and thus, more extensive research collaborations in the future can identify best practices to advance health and performance for both leagues.


2009 ◽  
Vol 18 (1-2) ◽  
pp. 271-300 ◽  
Author(s):  
MARTIN MARCINISZYN ◽  
RETO SPÖHEL ◽  
ANGELIKA STEGER

Consider the following one-player game. Starting with the empty graph onnvertices, in every step a new edge is drawn uniformly at random and inserted into the current graph. This edge has to be coloured immediately with one ofravailable colours. The player's goal is to avoid creating a monochromatic copy of some fixed graphFfor as long as possible. We prove a lower bound ofnβ(F,r)on the typical duration of this game, where β(F,r) is a function that is strictly increasing inrand satisfies limr→∞β(F,r) = 2 − 1/m2(F), wheren2−1/m2(F)is the threshold of the corresponding offline colouring problem.


2000 ◽  
Vol 9 (5) ◽  
pp. 448-462 ◽  
Author(s):  
José Pablo Zagal ◽  
Miguel Nussbaum ◽  
Ricardo Rosas

Extensive research has shown that the act of play is extremely important in the lives of human beings. It is thus not surprising that games have a long and continuing history in the development of almost every culture and society. The advent of computers and technology in general has also been akin to the need for entertainment that every human being seeks. However, a curious dichotomy exists in the nature of electronic games: the vast majority of electronic games are individual in nature whereas the nonelectronic ones are collective by nature. On the other hand, recent technological breakthroughs are finally allowing for the implementation of electronic multiplayer games. Because of the limited experience in electronic, multiplayer game design, it becomes necessary to adapt existing expertise in the area of single-player game design to the realm of multiplayer games. This work presents a model to support the initial steps in the design process of multiplayer games. The model is defined in terms of the characteristics that are both inherent and special to multiplayer games but also related to the relevant elements of a game in general. Additionally, the model is used to assist in the design of two multiplayer games. “One of the most difficult tasks people can perform, however much others may despise it, is the invention of good games …”


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