Contents Alfonso's Projects 2 0.1. Π1(Dorms) 2 0.2. Spoiled Projects in Combinatorial Game Theory 2 0.3. the Coin Solitaire 4
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13. Mathematics University of Central Oklahoma
Southwestern Oklahoma State University SWOSU Digital Commons Oklahoma Research Day Abstracts 2013 Oklahoma Research Day Jan 10th, 12:00 AM 13. Mathematics University of Central Oklahoma Follow this and additional works at: https://dc.swosu.edu/ordabstracts Part of the Animal Sciences Commons, Biology Commons, Chemistry Commons, Computer Sciences Commons, Environmental Sciences Commons, Mathematics Commons, and the Physics Commons University of Central Oklahoma, "13. Mathematics" (2013). Oklahoma Research Day Abstracts. 12. https://dc.swosu.edu/ordabstracts/2013oklahomaresearchday/mathematicsandscience/12 This Event is brought to you for free and open access by the Oklahoma Research Day at SWOSU Digital Commons. It has been accepted for inclusion in Oklahoma Research Day Abstracts by an authorized administrator of SWOSU Digital Commons. An ADA compliant document is available upon request. For more information, please contact [email protected]. Abstracts from the 2013 Oklahoma Research Day Held at the University of Central Oklahoma 05. Mathematics and Science 13. Mathematics 05.13.01 A simplified proof of the Kantorovich theorem for solving equations using scalar telescopic series Ioannis Argyros, Cameron University The Kantorovich theorem is an important tool in Mathematical Analysis for solving nonlinear equations in abstract spaces by approximating a locally unique solution using the popular Newton-Kantorovich method.Many proofs have been given for this theorem using techniques such as the contraction mapping principle,majorizing sequences, recurrent functions and other techniques.These methods are rather long,complicated and not very easy to understand in general by undergraduate students.In the present paper we present a proof using simple telescopic series studied first in a Calculus II class. -
Cognitive Psychology
COGNITIVE PSYCHOLOGY PSYCH 126 Acknowledgements College of the Canyons would like to extend appreciation to the following people and organizations for allowing this textbook to be created: California Community Colleges Chancellor’s Office Chancellor Diane Van Hook Santa Clarita Community College District College of the Canyons Distance Learning Office In providing content for this textbook, the following professionals were invaluable: Mehgan Andrade, who was the major contributor and compiler of this work and Neil Walker, without whose help the book could not have been completed. Special Thank You to Trudi Radtke for editing, formatting, readability, and aesthetics. The contents of this textbook were developed under the Title V grant from the Department of Education (Award #P031S140092). However, those contents do not necessarily represent the policy of the Department of Education, and you should not assume endorsement by the Federal Government. Unless otherwise noted, the content in this textbook is licensed under CC BY 4.0 Table of Contents Psychology .................................................................................................................................................... 1 126 ................................................................................................................................................................ 1 Chapter 1 - History of Cognitive Psychology ............................................................................................. 7 Definition of Cognitive Psychology -
Simple Variations on the Tower of Hanoi to Guide the Study Of
Simple Variations on the Tower of Hanoi to Guide the Study of Recurrences and Proofs by Induction Saad Mneimneh Department of Computer Science Hunter College, The City University of New York 695 Park Avenue, New York, NY 10065 USA [email protected] Abstract— Background: The Tower of Hanoi problem was The classical solution for the Tower of Hanoi is recursive in formulated in 1883 by mathematician Edouard Lucas. For over nature and proceeds to first transfer the top n − 1 disks from a century, this problem has become familiar to many of us peg x to peg y via peg z, then move disk n from peg x to peg in disciplines such as computer programming, data structures, algorithms, and discrete mathematics. Several variations to Lu- z, and finally transfer disks 1; : : : ; n − 1 from peg y to peg z cas’ original problem exist today, and interestingly some remain via peg x. Here’s the (pretty standard) algorithm: unsolved and continue to ignite research questions. Research Question: Can this richness of the Tower of Hanoi be Hanoi(n; x; y; z) explored beyond the classical setting to create opportunities for if n > 0 learning about recurrences and proofs by induction? then Hanoi(n − 1; x; z; y) Contribution: We describe several simple variations on the Tower Move(1; x; z) of Hanoi that can guide the study and illuminate/clarify the Hanoi(n − 1; y; x; z) pitfalls of recurrences and proofs by induction, both of which are an essential component of any typical introduction to discrete In general, we will have a procedure mathematics and/or algorithms. -
Arxiv:0905.0015V3 [Math.CO] 20 Mar 2021
The Tower of Hanoi and Finite Automata Jean-Paul Allouche and Jeff Shallit Abstract Some of the algorithms for solving the Tower of Hanoi puzzle can be applied “with eyes closed” or “without memory”. Here we survey the solution for the classical Tower of Hanoi that uses finite automata, as well as some variations on the original puzzle. In passing, we obtain a new result on morphisms generating the classical and the lazy Tower of Hanoi. 1 Introduction A huge literature in mathematics and theoretical computer science deals with the Tower of Hanoi and generalizations. The reader can look at the references given in the bibliography of the present paper, but also at the papers cited in these references (in particular in [5, 13]). A very large bibliography was provided by Stockmeyer [27]. Here we present a survey of the relations between the Tower of Hanoi and monoid morphisms or finite automata. We also give a new result on morphisms generating the classical and the lazy Tower of Hanoi (Theorem 4). Recall that the Tower of Hanoi puzzle has three pegs, labeled I, II,III,and N disks of radii 1,2,...,N. At the beginning the disks are placed on peg I, in decreasing order of size (the smallest disk on top). A move consists of taking the topmost disk from one peg and moving it to another peg, with the condition that no disk should cover a smaller one. The purpose is to transfer all disks from the initial peg arXiv:0905.0015v3 [math.CO] 20 Mar 2021 to another one (where they are thus in decreasing order as well). -
Baguenaudier - Wikipedia, the Free Encyclopedia
Baguenaudier - Wikipedia, the free encyclopedia http://en.wikipedia.org/wiki/Baguenaudier You can support Wikipedia by making a tax-deductible donation. Baguenaudier From Wikipedia, the free encyclopedia Baguenaudier (also known as the Chinese Rings, Cardan's Suspension, or five pillars puzzle) is a mechanical puzzle featuring a double loop of string which must be disentangled from a sequence of rings on interlinked pillars. The puzzle is thought to have been invented originally in China. Stewart Culin provided that it was invented by the Chinese general Zhuge Liang in the 2nd century AD. The name "Baguenaudier", however, is French. In fact, the earliest description of the puzzle in Chinese history was written by Yang Shen, a scholar in 16th century in his Dan Qian Zong Lu (Preface to General Collections of Studies on Lead). Édouard Lucas, the inventor of the Tower of Hanoi puzzle, was known to have come up with an elegant solution which used binary and Gray codes, in the same way that his puzzle can be solved. Variations of the include The Devil's Staircase, Devil's Halo and the Impossible Staircase. Another similar puzzle is the Giant's Causeway which uses a separate pillar with an embedded ring. See also Disentanglement puzzle Towers of Hanoi External links A software solution in wiki source (http://en.wikisource.org/wiki/Baguenaudier) Eric W. Weisstein, Baguenaudier at MathWorld. The Devil's Halo listing at the Puzzle Museum (http://www.puzzlemuseum.com/month/picm05/200501d-halo.htm) David Darling - encyclopedia (http://www.daviddarling.info/encyclopedia/C/Chinese_rings.html) Retrieved from "http://en.wikipedia.org/wiki/Baguenaudier" Categories: Chinese ancient games | Mechanical puzzles | Toys | China stubs This page was last modified on 7 July 2008, at 11:50. -
Graphs, Random Walks, and the Tower of Hanoi
Rose-Hulman Undergraduate Mathematics Journal Volume 20 Issue 1 Article 6 Graphs, Random Walks, and the Tower of Hanoi Stephanie Egler Baldwin Wallace University, Berea, [email protected] Follow this and additional works at: https://scholar.rose-hulman.edu/rhumj Part of the Discrete Mathematics and Combinatorics Commons Recommended Citation Egler, Stephanie (2019) "Graphs, Random Walks, and the Tower of Hanoi," Rose-Hulman Undergraduate Mathematics Journal: Vol. 20 : Iss. 1 , Article 6. Available at: https://scholar.rose-hulman.edu/rhumj/vol20/iss1/6 Rose-Hulman Undergraduate Mathematics Journal VOLUME 20, ISSUE 1, 2019 Graphs, Random Walks, and the Tower of Hanoi By Stephanie Egler Abstract. The Tower of Hanoi puzzle with its disks and poles is familiar to students in mathematics and computing. Typically used as a classroom example of the important phenomenon of recursion, the puzzle has also been intensively studied its own right, using graph theory, probability, and other tools. The subject of this paper is “Hanoi graphs”,that is, graphs that portray all the possible arrangements of the puzzle, together with all the possible moves from one arrangement to another. These graphs are not only fascinating in their own right, but they shed considerable light on the nature of the puzzle itself. We will illustrate these graphs for different versions of the puzzle, as well as describe some important properties, such as planarity, of Hanoi graphs. Finally, we will also discuss random walks on Hanoi graphs. 1 The Tower of Hanoi The Tower of Hanoi is a famous puzzle originally introduced by a “Professor Claus” in 1883. -
Is Game Immersion Just Another Form of Selective Attention? an Empirical Investigation of Real World Dissociation in Computer Game Immersion
Is Game Immersion Just Another Form of Selective Attention? An Empirical Investigation of Real World Dissociation in Computer Game Immersion by Charlene Ianthe Jennett A thesis submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy UCL UCL Interaction Centre, Department of Psychology Revised thesis submitted July 2010 DECLARATION I, Charlene Ianthe Jennett, confirm that the work presented in this thesis is my own. Where information has been derived from other sources, I confirm that this has been indicated in the thesis. Although some of this research has been published with my supervisors Anna L. Cox and Paul Cairns as co-authors, the work reported is my own. 2 ABSTRACT When your daughter is playing video-games and you call her to dinner but she fails to respond, do you assume she heard you and ignored you? Everyday descriptions of game immersion suggest that the real world dissociation experienced by gamers could be an extreme form of selective attention. If this were the case, this would mean that your daughter really did not hear you call, due to the complexity of the game environment and a lack of available cognitive resources. This thesis describes a grounded theory that suggests that immersion is a result of self-motivated attention which is enhanced through feedback from the game. Five experimental studies are then described. The experimental studies show that the extent to which a player thinks they are doing well in the game significantly affects their level of immersion, as measured via the Immersive Experience Questionnaire; and has objective effects on their awareness of other things in the environment, namely recall of auditory distracters and reaction time to a visual distracter. -
I Note on the Cyclic Towers of Hanoi
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Elsevier - Publisher Connector Theoretical Computer Science 123 (1994) 3-7 Elsevier I Note on the cyclic towers of Hanoi Jean-Paul Allouche CNRS Mathkmatiques et Informatique. lJniversit& Bordeaux I. 351 cows de la Lib&ration, 33405 Talence Cedex, France Abstract Allouche, J.-P., Note on the cyclic towers of Hanoi, Theoretical Computer Science 123 (1994) 3-7. Atkinson gave an algorithm for moving N disks from a peg to another one in the cyclic towers of Hanoi. We prove that the resulting infinite sequence obtained as N goes to infinity is not k-automatic for any k>2. 0. Introduction The well-known tower of Hanoi puzzle consists of three pegs and N disks of radius 1,2, I.. ) N. At the beginning, all the disks are stacked on the first peg in decreasing order (1 being the topmost disk). At each step one is allowed to pick up the topmost disk of a peg and to put it on another peg, provided a disk is never on a smaller one. The game is ended when all disks are on the same (new) peg. The classical (recursive) algorithm for solving this problem provides us with an infinite sequence of moves (with values in the set of the 6 possible moves), whose prefixes of length 2N - 1 give the moves which carry N disks from the first peg to the second one (if N is odd) or to the third one (if N is even). -
Tantrix Rulebook
Contents CONTENTS: Discovery Puzzles ................................ 6 Tantrix Gobble ........................................... Tantrix the Game ................................ 8 Tantrix Solitaire .......................................... 22 Rainbow Puzzles ................................. 24 Tantrix Online ............................................ 26 - 1 - GobbleBooklet2013.indd 1 29/07/2013 12:15:47 p.m. Introduction Introduction Introduction FOUR DEFINITIONS Thanks for purchasing Tantrix. Your set consists of 56 tiles ( some really, really important concepts...) painted with different coloured links. Each tile is unique, and with all 56 tiles you can play both multi-player games Match: and attempt to solve the solitaire puzzles. Whenever tiles touch, the colours of the connecting links must be of the same colour - they must match! “Match” is Tantrix Gobble is the newest the golden rule of Tantrix. way to play Tantrix, perfect as a party or family game. It is easy to learn and fast to play. The Tantrix Game is more serious, but can also be played as a “family game” because of its intriguing balance be- tween luck and skill. In conventional strategy games like chess, the best player usually wins, whereas in Tantrix all Gobble: players have a good chance. A gobble is a space around the Tantrix surrounded by three or more tiles. A tile placed into a 3-sided space is True Tantrix aficionados can test their ability by compet- ‘gobbled’. Gobbles are also known as ‘forced spaces’. ing in the many real and internet-based tournaments happening around the world. Visit Tantrix.com for the latest schedule. Good Luck! Mike McManaway, Pohara, NZ - 2 - - 3 - GobbleBooklet2013.indd 2-3 29/07/2013 12:15:48 p.m. Introduction Introduction loop: Six types of challenges A line of one colour which passes through the tiles and eventually curves back to join itself is called a loop. -
Catalogue 16-17 Final.Indd
CREW GIFTS & MERCHANDISE CATALOGUE contents desk accessories 3 time & electronics 16 gadgets & usbs 18 conference & exhibition 28 executive 36 eco friendly 38 bags 46 leather & pu 54 glassware & awards 58 pens & writing 62 drinkware 86 advertising & promotional 96 sweets & chocolate 108 travel & leisure 112 practical 118 clothing & textiles 127 diaries & calendars 141 Useful Information Product Prices Origination The majority of our prices include personalisation in one Screens, dies, templates and embroidery tapes are position. We can off er additional positions and colours, chargeable at extra cost. The exact amount will vary please call for details. according to the product chosen and the method of personalisation. Product Specifi cations The colours, styles and fi nishes of all products in this Delivery catalogue were correct at time of going to press. However, Our aim is to deliver your goods as quickly and effi ciently all manufacturers reserve the right to alter or withdraw as possible. Most personalised products require 2-3 weeks products and no responsibility can be accepted if this production, some a little longer. should happen. Express Service Artwork If your deadlines are extremely urgent, a number of our You will only get the best results from personalisation if products are available by express service. Please check your original artwork is of high quality. Our studio can with our sales department for exact timescales. help you with this if necessary - we will be pleased to quote based on your requirements. When providing your Quantities own artwork, please check with our sales offi ce to ensure we receive the correct format for your job. -
The Solitaire Mystery
The Solitaire Mystery Jostein Gaarder Translated by Sarah Jane Hails In This Story You Will Meet Hans Thomas, Dad, Mama, Line, Grandpa, The dwarf, A fat lady The old baker A fortune-teller Six years have passed since I stood in front of the ruins of the ancient Temple of Poseidon at Cape Sounion and looked out across the Aegean Sea. Almost one and a half centuries have passed since Baker Hans arrived on the strange island in the Atlantic Ocean. And exactly two hundred years have passed since Frode was shipwrecked on his way from Mexico to Spain. I have to go that far back in time to understand why Mama ran away to Athens… I would really like to think about something else. But I know I have to try to write everything down while there is still something of a child in me. I am sitting by the living-room window at Hisøy, watching the leaves drift from the trees outside. The leaves sail down through the air and come to rest like a loose carpet on the street. A little girl wades through the horse chestnuts, which bounce and scatter between the garden fences. It’s as though nothing fits together any more. When I think about Frode’s playing cards, it’s as though all nature has come apart at the seams. ACE OF SPADES … a German soldier came cycling along the country road … The great journey to the homeland of the philosophers began in Arendal, an old shipping town on the south coast of Norway. -
C-Space Tunnel Discovery for Puzzle Path Planning
C-Space Tunnel Discovery for Puzzle Path Planning XINYA ZHANG, The University of Texas at Austin ROBERT BELFER, McGill University PAUL G. KRY, McGill University ETIENNE VOUGA, The University of Texas at Austin Fig. 1. Puzzles we solve using our approach, roughly ordered by difficulty from left to right. Top row: alpha, alpha-z, alpha-j, alpha-g, double-alpha, claw, and enigma. Bottom row: duet (with 4 different grid sizes), Mobius, ABC, and Key. All but the alpha variants are Hanayama puzzles. Rigid body disentanglement puzzles are challenging for both humans and 1 INTRODUCTION motion planning algorithms because their solutions involve tricky twisting The Piano Mover’s Problem asks whether one can move a piano and sliding moves that correspond to navigating through narrow tunnels in between rooms through a sequence of rigid-body motions. This the puzzle’s configuration space (C-space). We propose a tunnel-discovery problem has inspired a great deal of work in computational geometry and planning strategy for solving these puzzles. First, we locate important features on the pieces using geometric heuristics and machine learning, and and robotics because it has a vast number of practical applications, then match pairs of these features to discover collision free states in the from collision-free navigation in automated warehouses, to path puzzle’s C-space that lie within the narrow tunnels. Second, we propose planning in pharmaceutical drug design. Rigid disentanglement a Rapidly-exploring Dense Tree (RDT) motion planner variant that builds puzzles are an interesting variant of the problem because they are tunnel escape roadmaps and then connects these roadmaps into a solution specifically designed to be difficult to take apart: they are notoriously path connecting start and goal states.