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Vertex-reinforced random walk (VRRW), defined by Pemantle in 1988, is a random process that takes values in the vertex set of a graph G, which is more likely to visit vertices it has visited before. Pemantle and Volkov considered the case…
A 3-tournament is a complete 3-uniform hypergraph where each edge has a special vertex designated as its tail. A vertex set $X$ dominates $T$ if every vertex not in $X$ is contained in an edge whose tail is in $X$. The domination number of…
BPS, the Bayesian Problem Solver, applies probabilistic inference and decision-theoretic control to flexible, resource-constrained problem-solving. This paper focuses on the Bayesian inference mechanism in BPS, and contrasts it with those…
The Abstract Milling problem is a natural and quite general graph-theoretic model for geometric milling problems. Given a graph, one asks for a walk that covers all its vertices with a minimum number of turns, as specified in the graph…
Consider $n$ independent, biased coins, each with a known probability of heads. Presented with an ordering of these coins, flip (i.e., toss) each coin once, in that order, until we have observed both a *head* and a *tail*, or flipped all…
Network pruning is a method for reducing test-time computational resource requirements with minimal performance degradation. Conventional wisdom of pruning algorithms suggests that: (1) Pruning methods exploit information from training data…
Deterministic walk in an excited random environment is a non-Markov integer-valued process $(X_n)_{n=0}^{\infty}$, whose jump at time $n$ depends on the number of visits to the site $X_n$. The environment can be understood as stacks of…
We consider heuristic algorithm for solving graph isomorphism problem. The algorithm based on a successive splitting of the eigenvalues of the matrices which are modifications (to positive defined) of graphs' adjacency matrices.…
Ranking metrics are a family of metrics largely used to evaluate recommender systems. However they typically suffer from the fact the reward is affected by the order in which recommended items are displayed to the user. A classical way to…
In set theory without the axiom of regularity, we consider a game in which two players choose in turn an element of a given set, an element of this element, etc.; a player wins if its adversary cannot make any next move. Sets that are…
We present a simple yet powerful and applicable quadrature based scheme for constructing optimal iterative methods. According to the, still unproved, Kung-Traub conjecture an optimal iterative method based on $n+1$ evaluations could achieve…
The rotor walk on a graph is a deterministic analogue of random walk. Each vertex is equipped with a rotor, which routes the walker to the neighbouring vertices in a fixed cyclic order on successive visits. We consider rotor walk on an…
An inglenook puzzle is a classic shunting (switching) puzzle often found on model railway layouts. A collection of wagons sits in a fan of sidings with a limited length headshunt (lead track). The aim of the puzzle is to rearrange the…
We construct a combinatorial function F which computes the number of oriented Hamiltonian paths of any given type, in a transitive tournament. We also study many properties of F that arise, and reach some observations.
There is a common belief that humans and many animals follow transitive inference (choosing A over C on the basis of knowing that A is better than B and B is better than C). Transitivity seems to be the essence of rational choice. We…
Consider a stream of $n$ random points (say, from the unit square) arriving one by one, where a player has to make an irreversible immediate decision for each arriving point whether to pick it. The player has to pick a single point, and the…
We propose a heuristic method that generates a graph for order/degree problem. Target graphs of our heuristics have large order (> 4000) and diameter 3. We describe the ob- servation of smaller graphs and basic structure of our heuristics.…
A quantum walker moves on the integers with four extra degrees of freedom, performing a coin-shift operation to alter its internal state and position at discrete units of time. The time evolution is described by a unitary process. We focus…
Motivated by a problem in the theory of randomized search heuristics, we give a very precise analysis for the coupon collector problem where the collector starts with a random set of coupons (chosen uniformly from all sets). We show that…
We use simple deterministic dynamical systems as coins in studying quantum walks. These dynamical systems can be chosen to display, in the classical limit, a range of behaviors from the integrable to chaotic, or deterministically random. As…