Winning Games
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TOYS Balls Barbie Clothes Board Books-English and Spanish Books
TOYS Balls Ping Pong Balls Barbie clothes Ping Pong Paddles Board Books-English and Spanish Play Food and Dishes Books-English and Spanish Playskool KickStart Cribgym Busy Boxes Pool Stick Holder Colorful Rainsticks Pool Stick repair kits Crib Mirrors Pool sticks Crib Mobiles-washable (without cloth) Pop-up Toys Etch-A-Sketch Puzzles Fisher Price Medical Kits Rattles Fisher Price people and animals See-n-Say FisherPrice Infant Aquarium Squeeze Toys Infant Boppy Toddler Riding Toys Magna Doodle Toys that Light-up Matchbox Cars Trucks Musical Toys ViewMaster and Slides Nerf Balls-footballs, basketballs GAMES Battleship Life Scattergories Boggle Lotto Scattergories Jr. Boggle Jr. Lucky Ducks Scrabble Checkers Mancala Skipbo Cards Chess Mastermind Sorry Clue Monopoly Taboo Connect Four Monopoly Jr. Trivial Pursuit-90's Cranium Operation Trouble Family Feud Parchesi Uno Attack Guess Who Pictionary Uno Cards-Always Needed Guesstures Pictionary Jr Upwords Jenga Playing Cards Who Wants to Be a Millionaire Lego Game Rack-O Yahtzee ARTS AND CRAFTS Beads & Jewelry Making Kits Crayola Washable Markers Bubbles Disposable Cameras Children’s Scissors Elmer's Glue Coloring Books Fabric Markers Construction Paper-esp. white Fabric Paint Craft Kits Foam shapes and letters Crayola Colored Pencils Glitter Crayola Crayons Glitter Pens Glue Sticks Play-Doh tools Journals Scissor w/Fancy edges Letter Beads Seasonal Crafts Model Magic Sizzex Accessories Paint Brushes Stickers Photo Albums ScrapBooking Materials Plain White T-shirts -all sizes Play-Doh ELECTRONICS -
Gradient Play in N-Cluster Games with Zero-Order Information
Gradient Play in n-Cluster Games with Zero-Order Information Tatiana Tatarenko, Jan Zimmermann, Jurgen¨ Adamy Abstract— We study a distributed approach for seeking a models, each agent intends to find a strategy to achieve a Nash equilibrium in n-cluster games with strictly monotone Nash equilibrium in the resulting n-cluster game, which is mappings. Each player within each cluster has access to the a stable state that minimizes the cluster’s cost functions in current value of her own smooth local cost function estimated by a zero-order oracle at some query point. We assume the response to the actions of the agents from other clusters. agents to be able to communicate with their neighbors in Continuous time algorithms for the distributed Nash equi- the same cluster over some undirected graph. The goal of libria seeking problem in multi-cluster games were proposed the agents in the cluster is to minimize their collective cost. in [17]–[19]. The paper [17] solves an unconstrained multi- This cost depends, however, on actions of agents from other cluster game by using gradient-based algorithms, whereas the clusters. Thus, a game between the clusters is to be solved. We present a distributed gradient play algorithm for determining works [18] and [19] propose a gradient-free algorithm, based a Nash equilibrium in this game. The algorithm takes into on zero-order information, for seeking Nash and generalized account the communication settings and zero-order information Nash equilibria respectively. In discrete time domain, the under consideration. We prove almost sure convergence of this work [5] presents a leader-follower based algorithm, which algorithm to a Nash equilibrium given appropriate estimations can solve unconstrained multi-cluster games in linear time. -
Game Playing
Game Playing Philipp Koehn 29 September 2015 Philipp Koehn Artificial Intelligence: Game Playing 29 September 2015 Outline 1 ● Games ● Perfect play – minimax decisions – α–β pruning ● Resource limits and approximate evaluation ● Games of chance ● Games of imperfect information Philipp Koehn Artificial Intelligence: Game Playing 29 September 2015 2 games Philipp Koehn Artificial Intelligence: Game Playing 29 September 2015 Games vs. Search Problems 3 ● “Unpredictable” opponent ⇒ solution is a strategy specifying a move for every possible opponent reply ● Time limits ⇒ unlikely to find goal, must approximate ● Plan of attack: – computer considers possible lines of play (Babbage, 1846) – algorithm for perfect play (Zermelo, 1912; Von Neumann, 1944) – finite horizon, approximate evaluation (Zuse, 1945; Wiener, 1948; Shannon, 1950) – first Chess program (Turing, 1951) – machine learning to improve evaluation accuracy (Samuel, 1952–57) – pruning to allow deeper search (McCarthy, 1956) Philipp Koehn Artificial Intelligence: Game Playing 29 September 2015 Types of Games 4 deterministic chance perfect Chess Backgammon information Checkers Monopoly Go Othello imperfect battleships Bridge information Blind Tic Tac Toe Poker Scrabble Philipp Koehn Artificial Intelligence: Game Playing 29 September 2015 Game Tree (2-player, Deterministic, Turns) 5 Philipp Koehn Artificial Intelligence: Game Playing 29 September 2015 Simple Game Tree 6 ● 2 player game ● Each player has one move ● You move first ● Goal: optimize your payoff (utility) Start Your move Opponent -
Tic-Tac-Toe and Machine Learning David Holmstedt Davho304 729G43
Tic-Tac-Toe and machine learning David Holmstedt Davho304 729G43 Table of Contents Introduction ............................................................................................................................... 1 What is tic-tac-toe.................................................................................................................. 1 Tic-tac-toe Strategies ............................................................................................................. 1 Search-Algorithms .................................................................................................................. 1 Machine learning ................................................................................................................... 2 Weights .............................................................................................................................. 2 Training data ...................................................................................................................... 3 Bringing them together ...................................................................................................... 3 Implementation ......................................................................................................................... 4 Overview ................................................................................................................................ 4 UI ....................................................................................................................................... -
Communication, Fine Motor, and Gross Motor Skills for All Ages
RELATED SERVICES HOME ACTIVITIES: COMMUNICATION, FINE MOTOR, AND GROSS MOTOR SKILLS FOR ALL AGES GROSS MOTOR ACTIVITIES Ideas to support strengthening skills: Mobility: • Up and down hills • Up and down stairs • Up and down step stool • Walking on a variety of surfaces o Mulch o Grass o Sand • Pull a wagon while wagon o Empty wagon • Wagon filled with toys Jumping: • Jump across the floor or to music • Jump off curbs or bottom steps (with adult supervision) • Jumping on moon bounce or trampoline (with adult supervision) • Jumping on pillows on the floor • Jump across cracks/lines on the sidewalk • Jump in puddles after it rains Household Activities: • Sweeping • Squat down to the floor to pick up items while cleaning up; stand up slowly • Push, pull, carry laundry basket • Help with gardening o Dig o Carry buckets of water/soil/rocks • Load toys/stuffed animals onto a blanket and pull using blanket toward toy box/chest • Push furniture for cleaning under or to rearrange the design of the room • Activities with a blanket o Load toys/stuffed animals or pillows onto a blanket and pull o Play tug of war with a blanket/towel FINE MOTOR ACTIVITIES Activities to Improve Visual Perceptual and Visual Motor Skills • Completing dot-to-dots • Mazes • Complete the drawing • Look at an item and try to draw it • Hidden pictures • Word searches • Jigsaw puzzles • Copying and making patterns • Games – Memory, Chutes and Ladders, Perfection, Connect Four, Boggle, Scrabble, Kerplunk, Uno, Upwords • Show a shape that is not complete and have student draw what shape he/she thinks it could be. -
Math Moving to Grade 5
Summer Fun Students Entering Grade 5 Gloria Cuellar-Kyle Get ready to discover mathematics all around you this summer! Just like reading, regular practice over the summer with problem solving, computation, and math facts will maintain and strengthen the mathematic gains you have made over the school year. Enjoy these activities to explore problem solving at home. The goal is for you to have fun thinking and working collaboratively to communicate mathematical ideas. While you are working ask how the solution was found and why a particular strategy helped you to solve the problem. You will find 2 calendar pages, one for June and one for July, as well as directions for math games to be played at home. Literature and websites are also recommended to explore mathematics in new ways. Summer Fun Students Entering Grade 5 Gloria Cuellar-Kyle Suggested Math Tools Notebook for math journal Coins Pencil Dice Crayons Regular deck of playing cards DIRECTIONS: Do your best to complete as many of these summer math activities as you can! Record your work in your math journal every day. Each journal entry should: Have the date of the entry Have a clear and complete answer Here is an example of a “Great” journal entry: July 5th Today I looked at the weather section of the newspaper and recorded the predicted and actual high temperature for the next 30 days on a scatter plot. I that temperatures with predictions of over 90 degrees were closest to the actual temperature. Cool Math Books to Read: Counting on Frank by Rod Clement A Grain of Rice by Helena Clare Pittman Sideways Arithmetic from Wayside School by Louis Sachar Divide and Ride by Stuart Murphy Lemonade for Sale by Stuart Murphy Summer Fun Students Entering Grade 5 Gloria Cuellar-Kyle Games To Play (You will need a deck of cards, with all the face cards removed. -
Graph Ramsey Games
TECHNICAL R EPORT INSTITUT FUR¨ INFORMATIONSSYSTEME ABTEILUNG DATENBANKEN UND ARTIFICIAL INTELLIGENCE Graph Ramsey games DBAI-TR-99-34 Wolfgang Slany arXiv:cs/9911004v1 [cs.CC] 10 Nov 1999 DBAI TECHNICAL REPORT Institut f¨ur Informationssysteme NOVEMBER 5, 1999 Abteilung Datenbanken und Artificial Intelligence Technische Universit¨at Wien Favoritenstr. 9 A-1040 Vienna, Austria Tel: +43-1-58801-18403 Fax: +43-1-58801-18492 [email protected] http://www.dbai.tuwien.ac.at/ DBAI TECHNICAL REPORT DBAI-TR-99-34, NOVEMBER 5, 1999 Graph Ramsey games Wolfgang Slany1 Abstract. We consider combinatorial avoidance and achievement games based on graph Ramsey theory: The players take turns in coloring still uncolored edges of a graph G, each player being assigned a distinct color, choosing one edge per move. In avoidance games, completing a monochromatic subgraph isomorphic to another graph A leads to immedi- ate defeat or is forbidden and the first player that cannot move loses. In the avoidance+ variants, both players are free to choose more than one edge per move. In achievement games, the first player that completes a monochromatic subgraph isomorphic to A wins. Erd˝os & Selfridge [16] were the first to identify some tractable subcases of these games, followed by a large number of further studies. We complete these investigations by settling the complexity of all unrestricted cases: We prove that general graph Ramsey avoidance, avoidance+, and achievement games and several variants thereof are PSPACE-complete. We ultra-strongly solve some nontrivial instances of graph Ramsey avoidance games that are based on symmetric binary Ramsey numbers and provide strong evidence that all other cases based on symmetric binary Ramsey numbers are effectively intractable. -
From Incan Gold to Dominion: Unraveling Optimal Strategies in Unsolved Games
From Incan Gold to Dominion: Unraveling Optimal Strategies in Unsolved Games A Senior Comprehensive Paper presented to the Faculty of Carleton College Department of Mathematics Tommy Occhipinti, Advisor by Grace Jaffe Tyler Mahony Lucinda Robinson March 5, 2014 Acknowledgments We would like to thank our advisor, Tommy Occhipinti, for constant technical help, brainstorming, and moral support. We would also like to thank Tristan Occhipinti for providing the software that allowed us to run our simulations, Miles Ott for helping us with statistics, Mike Tie for continual technical support, Andrew Gainer-Dewar for providing the LaTeX templates, and Harold Jaffe for proofreading. Finally, we would like to express our gratitude to the entire math department for everything they have done for us over the past four years. iii Abstract While some games have inherent optimal strategies, strategies that will win no matter how the opponent plays, perhaps more interesting are those that do not possess an objective best strategy. In this paper, we examine three such games: the iterated prisoner’s dilemma, Incan Gold, and Dominion. Through computer simulations, we attempted to develop strategies for each game that could win most of the time, though not necessarily all of the time. We strived to create strategies that had a large breadth of success; that is, facing most common strategies of each game, ours would emerge on top. We begin with an analysis of the iterated prisoner’s dilemma, running an Axelrod-style tournament to determine the balance of characteristics of winning strategies. Next, we turn our attention to Incan Gold, where we examine the ramifications of different styles of decision making, hoping to enhance an already powerful strategy. -
“'In a Checkers Game.'” Point Games 2. Ka-Boom!
Board Game Where It Is Found In Book Publisher 1. Checkers P.3 “’In a checkers game.’” Point Games 2. Ka-Boom! P.3 “…four letters. Ka- Blue Orange Games Boom!” 3. Anagrams P.4 “You think it’s some E.E. Fairchild Corporation kind of anagram?” 4. The Impossible Game P.6 “Impossible?” he said. United Nations Constructors 5. Dare! P.12 He’d take their dare. Parker Brothers 6-7. Hungry Hungry Hippo P.12 …like a hungry, hungry Hasbro, GeGe Co. (When and Spaghetti hippo slurping spaghetti. there’s multiple games, I wrote each publisher.) 8. Husker Dü? P.16 “Well, yippie-ki-yay Winning Moves and Husker Dü!” 9. Cranium P.17 Simon’s cranium felt Hasbro like it might explode. 10. Classified P.22 “That information is David Greene (I couldn’t classified.” find a publisher, so I wrote in the creator instead.) 11. Scramble P.24 “Scramble, scramble!” Hasbro 12. Freeze P.26 “Freeze!” shouted Ravensburger Jack’s father. 13. Mastermind P.29 “You’re like a Pressman mastermind!” 14. Dungeons and P.32 “And dungeons. And Wizards of the Coast Dragons dragons!” 15. Imagination Station P.35 His very own Playcare “imagination station.” 16. Clapper P.35 …a remote-controlled Ropoda Clapper… 17. Open Sesame P.35 He also said, “Open IDW Games Sesame,” but that was just for fun. 18. Osmosis P.41 “…through mental toytoytoy osmosis.” 19. Einstein P.43 “It’s like Einstein Artana supposedly said…” 20. Labyrinth P.45 …two sideways Ravensburger labyrinths. 21. Operation P.46 “It’s been quite an Hasbro operation.” 22. -
Math-GAMES IO1 EN.Pdf
Math-GAMES Compendium GAMES AND MATHEMATICS IN EDUCATION FOR ADULTS COMPENDIUMS, GUIDELINES AND COURSES FOR NUMERACY LEARNING METHODS BASED ON GAMES ENGLISH ERASMUS+ PROJECT NO.: 2015-1-DE02-KA204-002260 2015 - 2018 www.math-games.eu ISBN 978-3-89697-800-4 1 The complete output of the project Math GAMES consists of the here present Compendium and a Guidebook, a Teacher Training Course and Seminar and an Evaluation Report, mostly translated into nine European languages. You can download all from the website www.math-games.eu ©2018 Erasmus+ Math-GAMES Project No. 2015-1-DE02-KA204-002260 Disclaimer: "The European Commission support for the production of this publication does not constitute an endorsement of the contents which reflects the views only of the authors, and the Commission cannot be held responsible for any use which may be made of the information contained therein." This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. ISBN 978-3-89697-800-4 2 PRELIMINARY REMARKS CONTRIBUTION FOR THE PREPARATION OF THIS COMPENDIUM The Guidebook is the outcome of the collaborative work of all the Partners for the development of the European Erasmus+ Math-GAMES Project, namely the following: 1. Volkshochschule Schrobenhausen e. V., Co-ordinating Organization, Germany (Roland Schneidt, Christl Schneidt, Heinrich Hausknecht, Benno Bickel, Renate Ament, Inge Spielberger, Jill Franz, Siegfried Franz), reponsible for the elaboration of the games 1.1 to 1.8 and 10.1. to 10.3 2. KRUG Art Movement, Kardzhali, Bulgaria (Radost Nikolaeva-Cohen, Galina Dimova, Deyana Kostova, Ivana Gacheva, Emil Robert), reponsible for the elaboration of the games 2.1 to 2.3 3. -
Fourth Grade Summer Sizzlers
Fourth Grade Try to play a board game or card game at least one day each week. Write about the game in your journal. Summer Sizzlers Think Summer, Fun, and Math! Suggested Games to Play Monopoly, Stratego, Othello, Connect Four, Chess, War, Battleship, Math Tools You’ll Need: Risk, Mancala, Pente, Simon Yahtzee and Mastermind. Math Journal or notebook Regular deck of playing cards Pencil, crayons Shopping flyers Math games from school (You will need a deck of cards.) Recipes or cookbooks Ruler graph paper 1. Close to 1000 (Aces =1, 10’s = 0, take out face cards) Deal 8 cards to each player. Use any 6 of your cards to make two DIRECTIONS: 3-digit numbers. Try to get a sum that is close to or equal to Do your best to complete as many of these summer math 1000. Write these 2 numbers in your journal. Your score is the activities as you can! Record your work in your math journal each difference between your number and 1000. week. In September return your Math Journal to your 5th grade Example: You turn over the following 8 cards: teacher and earn a reward for your hard work. 1, 5, 4, 3, 1, 8, 3, 8 You can combine 148 + 853 = 1001. Your score is 1 since the Each journal entry should: difference between 1001 and 1000 is 1. Put the 6 cards you used ♦ have the date of the entry in a discard pile and pick 6 new cards to use with the 2 you have ♦ have a clear and complete answer that explains your thinking left. -
The Pgsolver Collection of Parity Game Solvers
Report The PGSolver Collection of Parity Game Solvers Version 3 Oliver Friedmann Martin Lange Institut f¨urInformatik Ludwig-Maximilians-Universit¨atM¨unchen, Germany March 5, 2014 1 1 5 5 8 5 1 7 2 0 Contents 1 Introduction 3 1.1 The Importance of Parity Games . .3 1.2 Aim and Content of PGSolver .......................3 1.3 Structure of this Report . .4 2 Solving Parity Games 6 2.1 Technicalities . .6 2.1.1 Parity Games . .6 2.1.2 Dominions . .8 2.1.3 Attractors and Attractor Strategies . .8 2.2 Local vs. Global Solvers . .8 2.3 Verifying Strategies . 10 2.4 Universal Optimisations . 10 2.4.1 SCC Decomposition . 10 2.4.2 Detection of Special Cases . 11 2.4.3 Priority Compression . 12 2.4.4 Priority Propagation . 13 2.5 The Generic Solver . 13 2.6 Implemented Algorithms . 14 2.6.1 The Recursive Algorithm . 14 2.6.2 The Local Model Checking Algorithm . 15 2.6.3 The Strategy Improvement Algorithm . 16 2.6.4 The Optimal Strategy Improvement Method . 16 2.6.5 The Strategy Improvement by Reduction to Discounted Payoff Games . 17 2.6.6 Probabilistic Strategy Improvement . 17 2.6.7 Probabilistic Strategy Improvement 2 . 17 2.6.8 Local Strategy Improvement . 18 2.6.9 The Small Progress Measures Algorithm . 18 2.6.10 The Small Progress Measures Reduction to SAT . 19 2.6.11 The Direct Reduction to SAT . 20 2.6.12 The Dominion Decomposition Algorithm . 20 2.6.13 The Big-Step Algorithm . 20 2.7 Implemented Heuristics .