winning strategies
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2022 ◽  
pp. 832-845
Author(s):  
Annesha Biswas ◽  
Tinanjali Dam ◽  
Joseph Varghese Kureethara ◽  
Sankar Varma

In today's world, the concept of the game and game theory is turned into new methods of knowing and understanding some of the human behaviours followed by society. In the 21st century, behavioural economics plays a major role in understanding the concept of the `line' game and hence the strategies followed by it. It is a country game played in many parts of India. It is a two-person game with very simple rules and moves. It can be played indoors. Students play the game during the break-outs. The game keenly and minutely determines the objectivity of the game and the behaviour of the players involved inside the game and the way one starts moving helps the other players to understand what one is trying to portray through the game whether it is winning or losing. The strategies involved can be put forth and looked upon from different perspectives. Referring to one such perspective, it can be looked at from a concept of Pareto efficiency, a microeconomic concept. It helps develop logical skills and learn winning strategies.


2021 ◽  
Vol 1 (02) ◽  
pp. 56-62
Author(s):  
Muhammad Reza Aziz Prasetya

Sport as a model of human creativity is a form of physical activity that has very complex dimensions, which undergo a systematic process in the form of all activities or efforts that can encourage, arouse, develop and foster one's physical and spiritual potential. as individuals or members of society. in the form of games, competitions/contests, and intensive physical activities to obtain recreation, victory, and peak potential. Sport is currently a trend or lifestyle for some of the general public, even to the point of becoming a basic need in life. National development through the development of sports in Indonesia in this reform era has become a strategic vehicle, especially improving the quality of human resources, as well as the formation of the character and character of the nation, in this paper many factors play a role in success in the field of sports, one of which the author wants to examine the differences and similarities between the performance sports system that runs in Indonesia and China. This study aims to compare the development of achievement sports systems carried out in Indonesia and China in order to improve the quality and competence of sports. This study uses a qualitative descriptive method with data collection techniques through documentation studies. The results of this study conclude that the government's contribution is needed in preparing winning strategies, training facilities, increasing competition opportunities and increasing resources that can be assisted by a team of academics and researchers from universities to find new techniques in training to support the maximum use of sport science. Keywords: achievement sports system, Indonesia, China.


2021 ◽  
Vol 1 (8) ◽  
pp. 18-24
Author(s):  
A. V. Baboshina ◽  
P. A. Kornilov

The article considers the issue of increasing the motivation of students to study computer science and mathematics by introducing gamifcation elements into the educational process. Special attention is paid to the possibility of introducing computer games into the educational process as part of extracurricular activities in computer science. A brief overview of the training software environment developed by the authors is given, containing a set of paired fnite mathematical games ("Determinant", "24 cards", "Even", "The Bachet's game", "The Bergson's matches", "The Kayles' game", "Nim"). The authors indicate the possibility of using the developed system of games to prepare students for the state fnal certifcation in computer science in the 11th grade. The main approaches to solving the games listed above, as well as their applications for determining the winning strategies of some other games, are considered. In conclusion, the rationale for the expediency of using the developed educational software environment is given.


2021 ◽  
pp. 67-107
Author(s):  
Shirley Billson
Keyword(s):  

2021 ◽  
Vol 10 (3) ◽  
Author(s):  
William Li ◽  
Robert Bitler

Zeckendorf proved that every positive integer N can be written uniquely as the sum of non-adjacent Fibonacci numbers. This property can be used to create a two-player Zeckendorf game. A recent paper proved that player 2 has the winning strategy for all N>2. However, the proof was non-constructive. In fact, the paper only provided computer code of the winning strategy of player 2 by brute force. In this paper, we present an algorithm to efficiently solve the Zeckendorf game. Specifically, we convert the game to a directed graph, prove that the graph has no cycles and only one terminal node, and construct an iterative algorithm to find all the winning strategies of player 2. We provide an example to show that the proposed algorithm works much more efficiently than a brute force approach.


ICGA Journal ◽  
2021 ◽  
pp. 1-12
Author(s):  
Yasuhiko Takenaga ◽  
Sho Kikuchi ◽  
Hushan Quan

PuyoPuyo is one of the Tetris-type games, which is dealt with as a single-player game in this paper. The player has a winning strategy if the player can keep playing the game infinitely on a gameboard of a constant height. In this paper, we consider how lookahead of input pieces affects the existence of winning strategies in PuyoPuyo, and show conditions that the player cannot win even with lookahead. First, we show the number of colors sufficient to make the player lose on the gameboard of width w when the number of lookahead pieces is m. Next, we show that ten and twenty-six colors are sufficient to make the player lose on the gameboards of width two and three, respectively, no matter how large the number of lookahead pieces is.


2021 ◽  
pp. 7-46
Author(s):  
Nathan Denton

Like the vast numbers of other organisms that roam, or have roamed, the earth, the modern human represents a finely honed tool—one forged through millennia as it struggled to survive and thrive in more or less unaccommodating environments. Displaying the battle scars and winning strategies of its brutal, but ultimately triumphant battle against the elements, our bodies hold vast amounts of encrypted information that describe our biological lineage. In addition to the countless mechanisms that have evolved to support our existence, however, the human body is somewhat unique in that it exhibits striking permanent physiological differences that identify and define the sexes. The biology that arises from, and the social meanings attributed to, these physical features penetrate deep into the heart of what it means to be human, as well as a man or a woman. Before delving into the biology of fat, we must first therefore consider the history of body shape. This chapter begins by discussing several explanations for why the modern human body might have evolved the shape it has, and why the body differs between the sexes. Building from this foundation, it examines how societal attitudes toward body shape are ascribed and their shift over time.


Author(s):  
Yong Li ◽  
Andrea Turrini ◽  
Moshe Y. Vardi ◽  
Lijun Zhang

We consider the problem of synthesizing good-enough (GE)-strategies for linear temporal logic (LTL) over finite traces or LTLf for short. The problem of synthesizing GE-strategies for an LTL formula φ over infinite traces reduces to the problem of synthesizing winning strategies for the formula (∃Oφ)⇒φ where O is the set of propositions controlled by the system. We first prove that this reduction does not work for LTLf formulas. Then we show how to synthesize GE-strategies for LTLf formulas via the Good-Enough (GE)-synthesis of LTL formulas. Unfortunately, this requires to construct deterministic parity automata on infinite words, which is computationally expensive. We then show how to synthesize GE-strategies for LTLf formulas by a reduction to solving games played on deterministic Büchi automata, based on an easier construction of deterministic automata on finite words. We show empirically that our specialized synthesis algorithm for GE-strategies outperforms the algorithms going through GE-synthesis of LTL formulas by orders of magnitude.


Author(s):  
Natasha Alechina ◽  
Hans van Ditmarsch ◽  
Rustam Galimullin ◽  
Tuo Wang

AbstractCoalition announcement logic (CAL) is one of the family of the logics of quantified announcements. It allows us to reason about what a coalition of agents can achieve by making announcements in the setting where the anti-coalition may have an announcement of their own to preclude the former from reaching its epistemic goals. In this paper, we describe a PSPACE-complete model checking algorithm for CAL that produces winning strategies for coalitions. The algorithm is implemented in a proof-of-concept model checker.


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