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From Unequal Chance to a Coin Game Dance: Variants of Penney’s Game 从机会不等到硬币游戏舞蹈:彭尼游戏的变体
Pub Date : 2020-06-19 DOI: 10.2478/rmm-2021-0002
Isha Agarwal, M. Borodin, Aidan Duncan, Kaylee Ji, Shane Lee, B. Litchev, Anshul Rastogi, Garima Rastogi, Andrew Zhao, T. Khovanova
Abstract We start by exploring and analyzing the various aspects of Penney’s game, examining its possible outcomes as well as its fairness (or lack thereof). In search of a fairer game, we create many variations of the original Penney’s game by altering its rules. Specifically, we introduce the Head-Start Penney’s game, the Post-a-Bobalyptic Penney’s game, the Second-Occurrence Penney’s game, the Two-Coin game, the No-Flippancy game, and the Blended game. We then analyze each of these games and the odds of winning for both players.
我们首先探索和分析Penney游戏的各个方面,检查其可能的结果以及公平性(或缺乏公平性)。为了寻找一个更公平的游戏,我们通过改变原来的Penney游戏的规则,创造了许多变体。具体来说,我们介绍了Head-Start Penney游戏、Post-a-Bobalyptic Penney游戏、Second-Occurrence Penney游戏、Two-Coin游戏、No-Flippancy游戏和Blended游戏。然后我们分析每一场比赛以及双方获胜的几率。
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引用次数: 1
Infinite Tiles of Regular rep-tiles 无限瓷砖的规则代表瓷砖
Pub Date : 2019-12-01 DOI: 10.2478/rmm-2019-0008
Tony Hanmer
Abstract Here I describe an infinite number of fractal tiles of regular rep-tiles in all dimensions above 1. Each rep-tile’s set of tiles can be divided into subsets based on certain visual characteristics. As fractals, they can be programmed and rendered in any size. They can be arranged in groups according to their aesthetic properties; used as an unending visual and pattern-recognition training ground for AI; and even animated as increments from one to the next.
在这里,我描述了在1以上的所有维数上的无限数量的规则代表瓦的分形瓦。每个代表贴图的贴图集可以根据特定的视觉特征划分为子集。作为分形,它们可以被编程并以任何大小呈现。它们可以根据其审美特性进行分组;作为人工智能无休止的视觉和模式识别训练场;甚至动画从一个到下一个递增。
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引用次数: 0
Yes, Gauss’s Answer is Indeed Correct! 是的,高斯的答案确实是正确的!
Pub Date : 2019-12-01 DOI: 10.2478/rmm-2019-0005
Z. Ercan, Mehmet Vural
Abstract A meaning of three dots (. . . ) and the Gauss’s sum.
三个点的意思(…)和高斯和。
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引用次数: 1
It’s Common Knowledge 这是常识
Pub Date : 2019-09-03 DOI: 10.2478/rmm-2019-0006
M. Borodin, Aidan Duncan, Joshua Guo, Kunal Kapoor Anuj Sakarda, Jerry Tan, Armaan Tipirneni, Max Xu, Kevin Zhao, T. Khovanova
Abstract We discuss some old common knowledge puzzles and introduce a lot of new common knowledge puzzles.
本文讨论了一些旧的常识谜题,并介绍了许多新的常识谜题。
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引用次数: 0
Xor-Magic Graphs Xor-Magic图
Pub Date : 2019-09-01 DOI: 10.2478/rmm-2019-0004
J. Siehler
Abstract A connected graph on 2n vertices is defined to be xor-magic if the vertices can be labeled with distinct n-bit binary numbers in such a way that the label at each vertex is equal to the bitwise xor of the labels on the adjacent vertices. We show that there is at least one 3-regular xor-magic graph on 2n vertices for every n ⩾ 2. We classify the 3-regular xor-magic graphs on 8 and 16 vertices, and give multiple examples of 3-regular xor-magic graphs on 32 vertices, including the well-known Dyck graph.
如果一个有2n个顶点的连通图可以用不同的n位二进制数标记,并且每个顶点的标记等于相邻顶点上标记的逐位xor,则定义为xor-magic。我们展示了在2n个顶点上对于每一个n大于或等于2的顶点至少有一个3-正则x -幻图。我们对8点和16点上的3正则x -幻图进行了分类,并给出了32点上的3正则x -幻图的多个例子,其中包括著名的Dyck图。
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引用次数: 0
New Year Mathematical Card or V Points Mathematical Constant 新年数学卡片或V点数学常数
Pub Date : 2019-09-01 DOI: 10.2478/rmm-2019-0003
V. Ochkov
Abstract The article describes an attempt to define a new mathematical constant - the probability of obtaining a hyperbola or an ellipse when throwing five random points on a plane.
摘要本文尝试定义一个新的数学常数——在平面上随机抛五个点得到双曲线或椭圆的概率。
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引用次数: 1
The Game of Poker Chips, Dominoes and Survival 扑克筹码,多米诺骨牌和生存的游戏
Pub Date : 2019-07-05 DOI: 10.2478/rmm-2021-0005
Larry Goldstein
Abstract The Game of Poker Chips, Dominoes and Survival fosters team building and high level cooperation in large groups, and is a tool applied in management training exercises. Each player, initially given two colored poker chips, is allowed to make exchanges with the game coordinator according to two rules, and must secure a domino before time is called in order to ‘survive’. Though the rules are simple, it is not evident by their form that the survival of the entire group requires that they cooperate at a high level. From the point of view of the game coordinator, the di culty of the game for the group can be controlled not only by the time limit, but also by the initial distribution of chips, in a way we make precise by a time complexity type argument. That analysis also provides insight into good strategies for group survival, those taking the least amount of time. In addition, coordinators may also want to be aware of when the game is ‘solvable’, that is, when their initial distribution of chips permits the survival of all group members if given su cient time to make exchanges. It turns out that the game is solvable if and only if the initial distribution contains seven chips that have one of two particular color distributions. In addition to being a lively game to play in management training or classroom settings, the analysis of the game after play can make for an engaging exercise in any discrete mathematics course to give a basic introduction to elements of game theory, logical reasoning, number theory and the computation of algorithmic complexities.
扑克筹码、多米诺骨牌和生存游戏培养团队建设和大群体中的高水平合作,是一种应用于管理培训练习的工具。每个玩家一开始都有两个彩色的扑克筹码,可以根据两个规则与游戏协调者进行交换,并且必须在时间到来之前获得多米诺骨牌才能“生存”。虽然这些规则很简单,但从它们的形式来看,并不明显整个群体的生存需要他们在高水平上合作。从博弈协调者的角度来看,群体博弈的难度不仅可以通过时间限制来控制,还可以通过筹码的初始分配来控制,在某种程度上,我们可以通过时间复杂度类型的参数来精确地控制。这种分析也为群体生存的好策略提供了洞见,这些策略花费的时间最少。此外,协调者可能还想知道什么时候游戏是“可解的”,也就是说,如果给予足够的时间进行交换,他们最初分配的筹码何时允许所有小组成员生存。事实证明,当且仅当初始分布包含七个具有两种特定颜色分布之一的筹码时,这个游戏是可解的。除了在管理培训或课堂设置中玩一个生动的游戏外,游戏后的游戏分析可以成为任何离散数学课程中引人入胜的练习,以介绍博弈论,逻辑推理,数论和算法复杂性计算的基本元素。
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引用次数: 0
The 5-Way Scale 五种量表
Pub Date : 2019-03-08 DOI: 10.2478/rmm-2019-0001
T. Khovanova, Joshua Lee
Abstract In this paper, we discuss coin-weighing problems that use a 5-way scale which has five different possible outcomes: MUCH LESS, LESS, EQUAL, MORE, and MUCH MORE. The 5-way scale provides more information than the regular 3-way scale. We study the problem of finding two fake coins from a pile of identically looking coins in a minimal number of weighings using a 5-way scale. We discuss similarities and differences between the 5-way and 3-way scale. We introduce a strategy for a 5-way scale that can find both counterfeit coins among 2k coins in k + 1 weighings, which is better than any strategy for a 3-way scale.
摘要本文讨论了硬币称重问题,该问题使用五向刻度,该刻度有五种不同的可能结果:MUCH LESS, LESS, EQUAL, MORE和MUCH MORE。5路量表比常规的3路量表提供了更多的信息。我们研究的问题是从一堆看起来一样的硬币中找出两个假硬币在最小数量的加权使用五向标度。我们讨论了五向量表和三向量表的异同。我们引入了一种5向量表的策略,它可以在k + 1加权的2k枚硬币中找到假币,这比任何3向量表的策略都要好。
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引用次数: 0
Reflections on the n +k dragon kings problem 关于n +k个龙王问题的思考
Pub Date : 2018-12-01 DOI: 10.2478/rmm-2018-0007
D. Chatham
Abstract A dragon king is a shogi piece that moves any number of squares vertically or horizontally or one square diagonally but does not move through or jump over other pieces. We construct infinite families of solutions to the n + k dragon kings problem of placing k pawns and n + k mutually nonattacking dragon kings on an n×n board, including solutions symmetric with respect to quarter-turn or half-turn rotations, solutions symmetric with respect to one or two diagonal reections, and solutions not symmetric with respect to any nontrivial rotation or reection. We show that an n + k dragon kings solution exists whenever n > k + 5 and that, given some extra conditions, symmetric solutions exist for n > 2k + 5.
龙王是一种将任意数量的方块垂直或水平移动,或一个方块对角线移动,但不能穿过或跳过其他棋子的将棋。我们构造了在n×n棋盘上放置k个兵和n + k个互不攻击的龙王的n + k龙王问题的无限族解,包括关于四分之一回合或半回合旋转的对称解,关于一个或两个对角线反射的对称解,以及关于任何非平凡旋转或反射的非对称解。我们证明了n + k个龙王解存在于任何n > k + 5,并且在给定一些额外条件下,n > k + 5存在对称解。
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引用次数: 0
Crazy Sequential Representations of Numbers for Small Bases 小基数下数字的疯狂顺序表示
Pub Date : 2018-10-11 DOI: 10.2478/rmm-2019-0007
Tim Wylie
Abstract Throughout history, recreational mathematics has always played a prominent role in advancing research. Following in this tradition, in this paper we extend some recent work with crazy sequential representations of numbers− equations made of sequences of one through nine (or nine through one) that evaluate to a number. All previous work on this type of puzzle has focused only on base ten numbers and whether a solution existed. We generalize this concept and examine how this extends to arbitrary bases, the ranges of possible numbers, the combinatorial challenge of finding the numbers, efficient algorithms, and some interesting patterns across any base. For the analysis, we focus on bases three through ten. Further, we outline several interesting mathematical and algorithmic complexity problems related to this area that have yet to be considered.
纵观历史,休闲数学一直在推动研究方面发挥着突出作用。在这一传统的基础上,本文扩展了最近的一些关于数字的疯狂序列表示的工作——由1到9(或9到1)的数列组成的方程,其求值为一个数。之前关于这类谜题的所有工作都只关注以10为基数的数字以及是否存在解决方案。我们概括了这个概念,并研究了它如何扩展到任意基数、可能数字的范围、找到数字的组合挑战、有效的算法以及跨任何基数的一些有趣的模式。在分析中,我们关注从3到10的进制。此外,我们概述了几个有趣的数学和算法复杂性问题相关的领域尚未考虑。
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引用次数: 0
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Recreational Mathematics Magazine
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