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K-means clustering is an unsupervised clustering method that requires an initial decision of number of clusters. One method to determine the number of clusters is the elbow method, a heuristic method that relies on visual representation.…
Are you having trouble getting married? These days, there are lots of products on the market for dating, from apps to websites and matchmakers, but we know a simpler way! That's right -- your path to coupled life isn't through Tinder: it's…
The considered problem is how to optimally allocate a set of jobs to technicians of different skills such that the number of technicians of each skill does not exceed the number of persons with that skill designation. The key motivation is…
This paper depicts algorithms for solving the decision Boolean Satisfiability Problem. An extreme problem is formulated to analyze the complexity of algorithms and the complexity for solving it. A novel and easy reformulation as a lottery…
The Collatz conjecture, which posits that any positive integer will eventually reach 1 through a specific iterative process, is a classic unsolved problem in mathematics. This research focuses on designing an efficient algorithm to compute…
In this paper, we propose a class of penalty methods with stochastic approximation for solving stochastic nonlinear programming problems. We assume that only noisy gradients or function values of the objective function are available via…
We consider a card guessing game with complete feedback. An ordered deck of $n$ cards labeled $1$ up to $n$ is shelf-shuffled exactly one time. One after the other a single card is drawn from the shuffled deck. The guesser makes has guess…
There is an increased interest in solving complex constrained problems where part of the input is not given as facts but received as raw sensor data such as images or speech. We will use "visual sudoku" as a prototype problem, where the…
One-clock priced timed games is a class of two-player, zero-sum, continuous-time games that was defined and thoroughly studied in previous works. We show that one-clock priced timed games can be solved in time m 12^n n^(O(1)), where n is…
Game solving is the process of finding the theoretical outcome for a game, assuming that all player choices are optimal. This paper focuses on a technique that can reduce the heuristic search space significantly for 7x7 Killall-Go. In Go…
In order to design and implement tracers, one must decide what exactly to trace and how to produce this trace. On the one hand, trace designs are too often guided by implementation concerns and are not as useful as they should be. On the…
In this paper we consider a scenario where there are several algorithms for solving a given problem. Each algorithm is associated with a probability of success and a cost, and there is also a penalty for failing to solve the problem. The…
Subtraction games is a class of combinatorial games. It was solved since the Sprague-Grundy Theory was put forward. This paper described a new algorithm for subtraction games. The new algorithm can find win or lost positions in subtraction…
In this paper we report on an application of computer algebra in which mathematical puzzles are generated of a type that had been widely used in mathematics contests by a large number of participants worldwide. The algorithmic aspect of our…
Stochastic differential equations (sdes) play an important role in physics but existing numerical methods for solving such equations are of low accuracy and poor stability. A general strategy for developing accurate and efficient schemes…
The Rubix Cube is a 3-dimensional single-player combination puzzle attracting attention in the reinforcement learning community. A Rubix Cube has six faces and twelve possible actions, leading to a small and unconstrained action space and a…
Solving grid puzzles involves a significant amount of logical reasoning. Hence, it is a good domain to evaluate the reasoning capability of a model which can then guide us to improve the reasoning ability of models. However, most existing…
To investigate the feasibility of strongly solving Minishogi (Gogo Shogi), it is necessary to know the number of its reachable positions from the initial position. However, there currently remains a significant gap between the lower and…
We investigate hide-and-seek games on complex networks using a random walk framework. Specifically, we investigate the efficiency of various degree-biased random walk search strategies to locate items that are randomly hidden on a subset of…
We consider turn-based stochastic two-player games with a combination of a parity condition that must hold surely, that is in all possible outcomes, and of a parity condition that must hold almost-surely, that is with probability 1. The…