A Note on Computational Complexity of Dou Shou Qi
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On the Randomness Complexity of Interactive Proofs and Statistical Zero-Knowledge Proofs*
On the Randomness Complexity of Interactive Proofs and Statistical Zero-Knowledge Proofs* Benny Applebaum† Eyal Golombek* Abstract We study the randomness complexity of interactive proofs and zero-knowledge proofs. In particular, we ask whether it is possible to reduce the randomness complexity, R, of the verifier to be comparable with the number of bits, CV , that the verifier sends during the interaction. We show that such randomness sparsification is possible in several settings. Specifically, unconditional sparsification can be obtained in the non-uniform setting (where the verifier is modelled as a circuit), and in the uniform setting where the parties have access to a (reusable) common-random-string (CRS). We further show that constant-round uniform protocols can be sparsified without a CRS under a plausible worst-case complexity-theoretic assumption that was used previously in the context of derandomization. All the above sparsification results preserve statistical-zero knowledge provided that this property holds against a cheating verifier. We further show that randomness sparsification can be applied to honest-verifier statistical zero-knowledge (HVSZK) proofs at the expense of increasing the communica- tion from the prover by R−F bits, or, in the case of honest-verifier perfect zero-knowledge (HVPZK) by slowing down the simulation by a factor of 2R−F . Here F is a new measure of accessible bit complexity of an HVZK proof system that ranges from 0 to R, where a maximal grade of R is achieved when zero- knowledge holds against a “semi-malicious” verifier that maliciously selects its random tape and then plays honestly. -
Prusaprinters
Chinese Chess - Travel Size 3D MODEL ONLY Makerwiz VIEW IN BROWSER updated 6. 2. 2021 | published 6. 2. 2021 Summary This is a full set of Chinese Chess suitable for travelling. We shrunk down the original design to 60% and added a new lid with "Chinese Chess" in traditional Chinese characters. We also added a new chess board graphics file suitable for printing on paper or laser etching/cutting onto wood. Enjoy! Here is a brief intro about Chinese Chess from Wikipedia: 8C 68 "Xiangqi (Chinese: 61 CB ; pinyin: xiàngqí), also called Chinese chess, is a strategy board game for two players. It is one of the most popular board games in China, and is in the same family as Western (or international) chess, chaturanga, shogi, Indian chess and janggi. Besides China and areas with significant ethnic Chinese communities, xiangqi (cờ tướng) is also a popular pastime in Vietnam. The game represents a battle between two armies, with the object of capturing the enemy's general (king). Distinctive features of xiangqi include the cannon (pao), which must jump to capture; a rule prohibiting the generals from facing each other directly; areas on the board called the river and palace, which restrict the movement of some pieces (but enhance that of others); and placement of the pieces on the intersections of the board lines, rather than within the squares." Toys & Games > Other Toys & Games games chess Unassociated tags: Chinese Chess Category: Chess F3 Model Files (.stl, .3mf, .obj, .amf) 3D DOWNLOAD ALL FILES chinese_chess_box_base.stl 15.7 KB F3 3D updated 25. -
The CCI-U a News Chess Collectors International Vol
The CCI-U A News Chess Collectors International Vol. 2009 Issue I IN THIS ISSUE: The Marshall Chess Foundation Proudly presents A presentation and book signing of Bergman Items sold at auction , including Marcel Duchamp, and the Art of Chess. the chess pieces used in the film “The Page 10. Seventh Seal”. Page 2. Internet links of interest to chess collectors. A photo retrospective of the Sixth Western Page 11. Hemisphere CCI meeting held in beautiful Princeton, New Jersey, May 22-24, 2009. Pages 3-6. Get ready and start packing! The Fourteenth Biennial CCI CONGRESS Will Be Held in Reprint of a presentation to the Sixth CAMBRIDGE, England Western Hemisphere CCI meeting on chess 30 JUNE - 4 JULY 2010 variations by Rick Knowlton. Pages 7-9. (Pages 12-13) How to tell the difference between 'old The State Library of Victoria's Chess English bone sets, Rope twist and Collection online and in person. Page 10. Barleycorn' pattern chess sets. By Alan Dewey. Pages 14-16. The Chess Collector can now be found on line at http://chesscollectorsinternational.club.officelive.com The password is: staunton Members are urged to forward their names and latest email address to Floyd Sarisohn at [email protected] , so that they can be promptly updated on all issues of both The Chess Collector and of CCI-USA, as well as for all the latest events that might be of interest to chess collectors around the world. CCI members can look forward with great Bonhams Chess Auction of October 28, 2009. anticipation to the publication of "Chess 184 lots of chess sets, boards, etc were auctioned at Masterpieces" by our "founding father" Dr George Bonhams in London on October 28, 2009. -
NP-Completeness Part I
NP-Completeness Part I Outline for Today ● Recap from Last Time ● Welcome back from break! Let's make sure we're all on the same page here. ● Polynomial-Time Reducibility ● Connecting problems together. ● NP-Completeness ● What are the hardest problems in NP? ● The Cook-Levin Theorem ● A concrete NP-complete problem. Recap from Last Time The Limits of Computability EQTM EQTM co-RE R RE LD LD ADD HALT ATM HALT ATM 0*1* The Limits of Efficient Computation P NP R P and NP Refresher ● The class P consists of all problems solvable in deterministic polynomial time. ● The class NP consists of all problems solvable in nondeterministic polynomial time. ● Equivalently, NP consists of all problems for which there is a deterministic, polynomial-time verifier for the problem. Reducibility Maximum Matching ● Given an undirected graph G, a matching in G is a set of edges such that no two edges share an endpoint. ● A maximum matching is a matching with the largest number of edges. AA maximummaximum matching.matching. Maximum Matching ● Jack Edmonds' paper “Paths, Trees, and Flowers” gives a polynomial-time algorithm for finding maximum matchings. ● (This is the same Edmonds as in “Cobham- Edmonds Thesis.) ● Using this fact, what other problems can we solve? Domino Tiling Domino Tiling Solving Domino Tiling Solving Domino Tiling Solving Domino Tiling Solving Domino Tiling Solving Domino Tiling Solving Domino Tiling Solving Domino Tiling Solving Domino Tiling The Setup ● To determine whether you can place at least k dominoes on a crossword grid, do the following: ● Convert the grid into a graph: each empty cell is a node, and any two adjacent empty cells have an edge between them. -
Bibliography of Traditional Board Games
Bibliography of Traditional Board Games Damian Walker Introduction The object of creating this document was to been very selective, and will include only those provide an easy source of reference for my fu- passing mentions of a game which give us use- ture projects, allowing me to find information ful information not available in the substan- about various traditional board games in the tial accounts (for example, if they are proof of books, papers and periodicals I have access an earlier or later existence of a game than is to. The project began once I had finished mentioned elsewhere). The Traditional Board Game Series of leaflets, The use of this document by myself and published on my web site. Therefore those others has been complicated by the facts that leaflets will not necessarily benefit from infor- a name may have attached itself to more than mation in many of the sources below. one game, and that a game might be known Given the amount of effort this document by more than one name. I have dealt with has taken me, and would take someone else to this by including every name known to my replicate, I have tidied up the presentation a sources, using one name as a \primary name" little, included this introduction and an expla- (for instance, nine mens morris), listing its nation of the \families" of board games I have other names there under the AKA heading, used for classification. and having entries for each synonym refer the My sources are all in English and include a reader to the main entry. -
III Abierto Internacional De Deportes Mentales 3Rd International Mind Sports Open (Online) 1St April-2Nd May 2020
III Abierto Internacional de Deportes Mentales 3rd International Mind Sports Open (Online) 1st April-2nd May 2020 Organizers Sponsor Registrations: [email protected] Tournaments Modern Abstract Strategy 1. Abalone (http://www.abal.online/) 2. Arimaa (http://arimaa.com/arimaa/) 3. Entropy (https://www.mindoku.com/) 4. Hive (https://boardgamearena.com/) 5. Quoridor (https://boardgamearena.com/) N° of players: 32 max (first comes first served based) Time: date and time are flexible, as long as in the window determined by the organizers (see Calendar below) System: group phase (8 groups of 4 players) + Knock-out phase. Rounds: 7 (group phase (3), first round, Quarter Finals, Semifinals, Final) Time control: Real Time – Normal speed (BoardGameArena); 1’ per move (Arimaa); 10’ (Mindoku) Tie-breaks: Total points, tie-breaker match, draw Groups draw: will be determined once reached the capacity Calendar: 4 days per round. Tournament will start the 1st of April or whenever the capacity is reached and pairings are up Match format: every match consists of 5 games (one for each of those reported above). In odd numbered games (Abalone, Entropy, Quoridor) player 1 is the first player. In even numbered game (Arimaa, Hive) player 2 is the first player. The match is won by the player who scores at least 3 points. Prizes: see below Trophy Alfonso X Classical Abstract Strategy 1. Chess (https://boardgamearena.com/) 2. International Draughts (https://boardgamearena.com/) 3. Go 9x9 (https://boardgamearena.com/) 4. Stratego Duel (http://www.stratego.com/en/play/) 5. Xiangqi (https://boardgamearena.com/) N° of players: 32 max (first comes first served based) Time: date and time are flexible, as long as in the window determined by the organizers (see Calendar below) System: group phase (8 groups of 4 players) + Knock-out phase. -
Proposal to Encode Heterodox Chess Symbols in the UCS Source: Garth Wallace Status: Individual Contribution Date: 2016-10-25
Title: Proposal to Encode Heterodox Chess Symbols in the UCS Source: Garth Wallace Status: Individual Contribution Date: 2016-10-25 Introduction The UCS contains symbols for the game of chess in the Miscellaneous Symbols block. These are used in figurine notation, a common variation on algebraic notation in which pieces are represented in running text using the same symbols as are found in diagrams. While the symbols already encoded in Unicode are sufficient for use in the orthodox game, they are insufficient for many chess problems and variant games, which make use of extended sets. 1. Fairy chess problems The presentation of chess positions as puzzles to be solved predates the existence of the modern game, dating back to the mansūbāt composed for shatranj, the Muslim predecessor of chess. In modern chess problems, a position is provided along with a stipulation such as “white to move and mate in two”, and the solver is tasked with finding a move (called a “key”) that satisfies the stipulation regardless of a hypothetical opposing player’s moves in response. These solutions are given in the same notation as lines of play in over-the-board games: typically algebraic notation, using abbreviations for the names of pieces, or figurine algebraic notation. Problem composers have not limited themselves to the materials of the conventional game, but have experimented with different board sizes and geometries, altered rules, goals other than checkmate, and different pieces. Problems that diverge from the standard game comprise a genre called “fairy chess”. Thomas Rayner Dawson, known as the “father of fairy chess”, pop- ularized the genre in the early 20th century. -
Theory of Computation
A Universal Program (4) Theory of Computation Prof. Michael Mascagni Florida State University Department of Computer Science 1 / 33 Recursively Enumerable Sets (4.4) A Universal Program (4) The Parameter Theorem (4.5) Diagonalization, Reducibility, and Rice's Theorem (4.6, 4.7) Enumeration Theorem Definition. We write Wn = fx 2 N j Φ(x; n) #g: Then we have Theorem 4.6. A set B is r.e. if and only if there is an n for which B = Wn. Proof. This is simply by the definition ofΦ( x; n). 2 Note that W0; W1; W2;::: is an enumeration of all r.e. sets. 2 / 33 Recursively Enumerable Sets (4.4) A Universal Program (4) The Parameter Theorem (4.5) Diagonalization, Reducibility, and Rice's Theorem (4.6, 4.7) The Set K Let K = fn 2 N j n 2 Wng: Now n 2 K , Φ(n; n) #, HALT(n; n) This, K is the set of all numbers n such that program number n eventually halts on input n. 3 / 33 Recursively Enumerable Sets (4.4) A Universal Program (4) The Parameter Theorem (4.5) Diagonalization, Reducibility, and Rice's Theorem (4.6, 4.7) K Is r.e. but Not Recursive Theorem 4.7. K is r.e. but not recursive. Proof. By the universality theorem, Φ(n; n) is partially computable, hence K is r.e. If K¯ were also r.e., then by the enumeration theorem, K¯ = Wi for some i. We then arrive at i 2 K , i 2 Wi , i 2 K¯ which is a contradiction. -
Chinese Chess Site Andrew M
The University of Akron IdeaExchange@UAkron The Dr. Gary B. and Pamela S. Williams Honors Honors Research Projects College Spring 2015 Chinese Chess Site Andrew M. Krigline [email protected] Please take a moment to share how this work helps you through this survey. Your feedback will be important as we plan further development of our repository. Follow this and additional works at: http://ideaexchange.uakron.edu/honors_research_projects Part of the Graphic Design Commons Recommended Citation Krigline, Andrew M., "Chinese Chess Site" (2015). Honors Research Projects. 162. http://ideaexchange.uakron.edu/honors_research_projects/162 This Honors Research Project is brought to you for free and open access by The Dr. Gary B. and Pamela S. Williams Honors College at IdeaExchange@UAkron, the institutional repository of The nivU ersity of Akron in Akron, Ohio, USA. It has been accepted for inclusion in Honors Research Projects by an authorized administrator of IdeaExchange@UAkron. For more information, please contact [email protected], [email protected]. Andrew Krigline’s Honors Project in Art Andrew Krigline 7100:499 Honors Project in Art April 14, 2015 Abstract This project was an effort to demonstrate my technical abilities gained during my time at the University of Akron to design and develop a website dedicated to educating English speakers about Chinese Chess. The design was mocked up and prototyped with sketches and Photoshop. I used a multitude of web techniques when developing the website, including HTML5, CSS3, SASS, jQuery, and Bootstrap. My overall approach was to design a site that felt Asian by way of aesthetics and typography, but also to break the information down into digestible chunks. -
ANALYSIS and IMPLEMENTATION of the GAME ARIMAA Christ-Jan
ANALYSIS AND IMPLEMENTATION OF THE GAME ARIMAA Christ-Jan Cox Master Thesis MICC-IKAT 06-05 THESIS SUBMITTED IN PARTIAL FULFILMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF SCIENCE OF KNOWLEDGE ENGINEERING IN THE FACULTY OF GENERAL SCIENCES OF THE UNIVERSITEIT MAASTRICHT Thesis committee: prof. dr. H.J. van den Herik dr. ir. J.W.H.M. Uiterwijk dr. ir. P.H.M. Spronck dr. ir. H.H.L.M. Donkers Universiteit Maastricht Maastricht ICT Competence Centre Institute for Knowledge and Agent Technology Maastricht, The Netherlands March 2006 II Preface The title of my M.Sc. thesis is Analysis and Implementation of the Game Arimaa. The research was performed at the research institute IKAT (Institute for Knowledge and Agent Technology). The subject of research is the implementation of AI techniques for the rising game Arimaa, a two-player zero-sum board game with perfect information. Arimaa is a challenging game, too complex to be solved with present means. It was developed with the aim of creating a game in which humans can excel, but which is too difficult for computers. I wish to thank various people for helping me to bring this thesis to a good end and to support me during the actual research. First of all, I want to thank my supervisors, Prof. dr. H.J. van den Herik for reading my thesis and commenting on its readability, and my daily advisor dr. ir. J.W.H.M. Uiterwijk, without whom this thesis would not have been reached the current level and the “accompanying” depth. The other committee members are also recognised for their time and effort in reading this thesis. -
Glossary of Complexity Classes
App endix A Glossary of Complexity Classes Summary This glossary includes selfcontained denitions of most complexity classes mentioned in the b o ok Needless to say the glossary oers a very minimal discussion of these classes and the reader is re ferred to the main text for further discussion The items are organized by topics rather than by alphab etic order Sp ecically the glossary is partitioned into two parts dealing separately with complexity classes that are dened in terms of algorithms and their resources ie time and space complexity of Turing machines and complexity classes de ned in terms of nonuniform circuits and referring to their size and depth The algorithmic classes include timecomplexity based classes such as P NP coNP BPP RP coRP PH E EXP and NEXP and the space complexity classes L NL RL and P S P AC E The non k uniform classes include the circuit classes P p oly as well as NC and k AC Denitions and basic results regarding many other complexity classes are available at the constantly evolving Complexity Zoo A Preliminaries Complexity classes are sets of computational problems where each class contains problems that can b e solved with sp ecic computational resources To dene a complexity class one sp ecies a mo del of computation a complexity measure like time or space which is always measured as a function of the input length and a b ound on the complexity of problems in the class We follow the tradition of fo cusing on decision problems but refer to these problems using the terminology of promise problems -
A Study of the NEXP Vs. P/Poly Problem and Its Variants by Barıs
A Study of the NEXP vs. P/poly Problem and Its Variants by Barı¸sAydınlıoglu˘ A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy (Computer Sciences) at the UNIVERSITY OF WISCONSIN–MADISON 2017 Date of final oral examination: August 15, 2017 This dissertation is approved by the following members of the Final Oral Committee: Eric Bach, Professor, Computer Sciences Jin-Yi Cai, Professor, Computer Sciences Shuchi Chawla, Associate Professor, Computer Sciences Loris D’Antoni, Asssistant Professor, Computer Sciences Joseph S. Miller, Professor, Mathematics © Copyright by Barı¸sAydınlıoglu˘ 2017 All Rights Reserved i To Azadeh ii acknowledgments I am grateful to my advisor Eric Bach, for taking me on as his student, for being a constant source of inspiration and guidance, for his patience, time, and for our collaboration in [9]. I have a story to tell about that last one, the paper [9]. It was a late Monday night, 9:46 PM to be exact, when I e-mailed Eric this: Subject: question Eric, I am attaching two lemmas. They seem simple enough. Do they seem plausible to you? Do you see a proof/counterexample? Five minutes past midnight, Eric responded, Subject: one down, one to go. I think the first result is just linear algebra. and proceeded to give a proof from The Book. I was ecstatic, though only for fifteen minutes because then he sent a counterexample refuting the other lemma. But a third lemma, inspired by his counterexample, tied everything together. All within three hours. On a Monday midnight. I only wish that I had asked to work with him sooner.