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Mastermind (board Game)
''Mastermind'' or ''Master Mind'' is a code-breaking game for two players. It resembles an earlier pencil and paper game called Bulls and Cows that may date back a century. Gameplay and rules The game is played using: * a ''decoding board'', with a ''shield'' at one end covering a row of four large holes, and twelve (or ten, or eight, or six) additional rows containing four large holes next to a set of four small holes; * ''code pegs'' of six different colors (or more; see Variations below), with round heads, which will be placed in the large holes on the board; and * ''key pegs'', some colored black, some white, which are flat-headed and smaller than the code pegs; they will be placed in the small holes on the board. The two players decide in advance how many games they will play, which must be an even number. One player becomes the ''codemaker'', the other the ''codebreaker''. The codemaker chooses a pattern of four code pegs. Players decide in advance whether duplicates and bl ...
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Mastermind
Mastermind, Master Mind or The Mastermind may refer to: Fictional characters * Mastermind (Jason Wyngarde), a fictional supervillain in Marvel Comics, a title also held by his daughters: ** Martinique Jason, the first daughter and successor of the Mastermind. ** Lady Mastermind, the second daughter and successor of the Mastermind. * Mastermind (computer), a character in Marvel Comics' ''Captain Britain''. * Mastermind, an enemy of the Challengers of the Unknown in DC Comics. * The Mastermind, a title for the main antagonists of each game of the ''Danganronpa'' series. Literature * "Master Mind" (comics), a comic strip in British comic ''Buster'' * '' Mastermind: How to Think Like Sherlock Holmes'', a 2013 non-fiction book by Maria Konnikova * ''Masterminds'', a novel series by Gordon Korman Film and TV Films * ''Master Minds'' (1949 film), a 1949 American comedy film in The Bowery Boys series * ''Mastermind'' (1976 film), a Charlie Chan spoof feature film, released in 1976 * ' ...
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Invicta Plastics
Invicta Plastics Ltd. was a plastics manufacturing company, founded in 1946 by Edward Jones-Fenleigh (Incorporated as a PLC in 1951, previously Invicta Industries).) They had a headquarters in Oadby up until 2009, when they moved to Scudamore Road, where they remained until their insolvency in 2013. They were particularly known for their production of the Mastermind Board Game. They were also responsible for the manufacture of ‘Red Noses’ for Comic Relief in the 1980s and 1990s. History The company was founded by Edward J. Jones-Fenleigh in 1946, and was incorporated as a PLC in 1951. In the early years of the company, their services included injection moulding, thermoplastic sheet moulding, and vacuum forming. In 1951, the company moved to their Oadby headquarters, where it remained until 2009. During this period, they served clients such as Coca-Cola, Unilever and Reckitt Benckiser Reckitt Benckiser Group plc, trade name, trading as Reckitt, is a United Kingdom, Britis ...
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Empty Set
In mathematics, the empty set is the unique set having no elements; its size or cardinality (count of elements in a set) is zero. Some axiomatic set theories ensure that the empty set exists by including an axiom of empty set, while in other theories, its existence can be deduced. Many possible properties of sets are vacuously true for the empty set. Any set other than the empty set is called non-empty. In some textbooks and popularizations, the empty set is referred to as the "null set". However, null set is a distinct notion within the context of measure theory, in which it describes a set of measure zero (which is not necessarily empty). The empty set may also be called the void set. Notation Common notations for the empty set include "", "\emptyset", and "∅". The latter two symbols were introduced by the Bourbaki group (specifically André Weil) in 1939, inspired by the letter Ø in the Danish and Norwegian alphabets. In the past, "0" was occasionally used as a ...
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Genetic Algorithm
In computer science and operations research, a genetic algorithm (GA) is a metaheuristic inspired by the process of natural selection that belongs to the larger class of evolutionary algorithms (EA). Genetic algorithms are commonly used to generate high-quality solutions to optimization and search problems by relying on biologically inspired operators such as mutation, crossover and selection. Some examples of GA applications include optimizing decision trees for better performance, solving sudoku puzzles, hyperparameter optimization, etc. Methodology Optimization problems In a genetic algorithm, a population of candidate solutions (called individuals, creatures, organisms, or phenotypes) to an optimization problem is evolved toward better solutions. Each candidate solution has a set of properties (its chromosomes or genotype) which can be mutated and altered; traditionally, solutions are represented in binary as strings of 0s and 1s, but other encodings are also possible. ...
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Discrete Uniform Distribution
In probability theory and statistics, the discrete uniform distribution is a symmetric probability distribution wherein a finite number of values are equally likely to be observed; every one of ''n'' values has equal probability 1/''n''. Another way of saying "discrete uniform distribution" would be "a known, finite number of outcomes equally likely to happen". A simple example of the discrete uniform distribution is throwing a fair dice. The possible values are 1, 2, 3, 4, 5, 6, and each time the die is thrown the probability of a given score is 1/6. If two dice are thrown and their values added, the resulting distribution is no longer uniform because not all sums have equal probability. Although it is convenient to describe discrete uniform distributions over integers, such as this, one can also consider discrete uniform distributions over any finite set. For instance, a random permutation is a permutation generated uniformly from the permutations of a given length, and a unif ...
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Depth-first Search
Depth-first search (DFS) is an algorithm for traversing or searching tree or graph data structures. The algorithm starts at the root node (selecting some arbitrary node as the root node in the case of a graph) and explores as far as possible along each branch before backtracking. Extra memory, usually a stack, is needed to keep track of the nodes discovered so far along a specified branch which helps in backtracking of the graph. A version of depth-first search was investigated in the 19th century by French mathematician Charles Pierre Trémaux as a strategy for solving mazes. Properties The time and space analysis of DFS differs according to its application area. In theoretical computer science, DFS is typically used to traverse an entire graph, and takes time where , V, is the number of vertices and , E, the number of edges. This is linear in the size of the graph. In these applications it also uses space O(, V, ) in the worst case to store the stack of vertices on th ...
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Minimax
Minimax (sometimes MinMax, MM or saddle point) is a decision rule used in artificial intelligence, decision theory, game theory, statistics, and philosophy for ''mini''mizing the possible loss for a worst case (''max''imum loss) scenario. When dealing with gains, it is referred to as "maximin" – to maximize the minimum gain. Originally formulated for several-player zero-sum game theory, covering both the cases where players take alternate moves and those where they make simultaneous moves, it has also been extended to more complex games and to general decision-making in the presence of uncertainty. Game theory In general games The maximin value is the highest value that the player can be sure to get without knowing the actions of the other players; equivalently, it is the lowest value the other players can force the player to receive when they know the player's action. Its formal definition is: :\underline = \max_ \min_ Where: * is the index of the player of interest. ...
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Donald Knuth
Donald Ervin Knuth ( ; born January 10, 1938) is an American computer scientist, mathematician, and professor emeritus at Stanford University. He is the 1974 recipient of the ACM Turing Award, informally considered the Nobel Prize of computer science. Knuth has been called the "father of the analysis of algorithms". He is the author of the multi-volume work ''The Art of Computer Programming'' and contributed to the development of the rigorous analysis of the computational complexity of algorithms and systematized formal mathematical techniques for it. In the process, he also popularized the asymptotic notation. In addition to fundamental contributions in several branches of theoretical computer science, Knuth is the creator of the TeX computer typesetting system, the related METAFONT font definition language and rendering system, and the Computer Modern family of typefaces. As a writer and scholar, Knuth created the WEB and CWEB computer programming systems designed to encou ...
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Game Theory
Game theory is the study of mathematical models of strategic interactions among rational agents. Myerson, Roger B. (1991). ''Game Theory: Analysis of Conflict,'' Harvard University Press, p.&nbs1 Chapter-preview links, ppvii–xi It has applications in all fields of social science, as well as in logic, systems science and computer science. Originally, it addressed two-person zero-sum games, in which each participant's gains or losses are exactly balanced by those of other participants. In the 21st century, game theory applies to a wide range of behavioral relations; it is now an umbrella term for the science of logical decision making in humans, animals, as well as computers. Modern game theory began with the idea of mixed-strategy equilibria in two-person zero-sum game and its proof by John von Neumann. Von Neumann's original proof used the Brouwer fixed-point theorem on continuous mappings into compact convex sets, which became a standard method in game theory and mathema ...
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Minimax
Minimax (sometimes MinMax, MM or saddle point) is a decision rule used in artificial intelligence, decision theory, game theory, statistics, and philosophy for ''mini''mizing the possible loss for a worst case (''max''imum loss) scenario. When dealing with gains, it is referred to as "maximin" – to maximize the minimum gain. Originally formulated for several-player zero-sum game theory, covering both the cases where players take alternate moves and those where they make simultaneous moves, it has also been extended to more complex games and to general decision-making in the presence of uncertainty. Game theory In general games The maximin value is the highest value that the player can be sure to get without knowing the actions of the other players; equivalently, it is the lowest value the other players can force the player to receive when they know the player's action. Its formal definition is: :\underline = \max_ \min_ Where: * is the index of the player of interest. ...
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Best, Worst And Average Case
In computer science, best, worst, and average cases of a given algorithm express what the resource usage is ''at least'', ''at most'' and ''on average'', respectively. Usually the resource being considered is running time, i.e. time complexity, but could also be memory or some other resource. Best case is the function which performs the minimum number of steps on input data of n elements. Worst case is the function which performs the maximum number of steps on input data of size n. Average case is the function which performs an average number of steps on input data of n elements. In real-time computing, the worst-case execution time is often of particular concern since it is important to know how much time might be needed ''in the worst case'' to guarantee that the algorithm will always finish on time. Average performance and worst-case performance are the most used in algorithm analysis. Less widely found is best-case performance, but it does have uses: for example, where the ...
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Pressman Toy Corporation
Pressman Toy Corporation is a toy manufacturer based in Richardson, Texas. Founded in 1922 by Jack Pressman, it currently focuses on family games and licensed products. History The company was founded in 1922 by Jack Pressman, who brought in Max Eibitz as a partner in 1925, with Pressman doing sales and Eibitz managing the firm's Brooklyn factory.Company History
Pressman Toy Company. Accessed August 2, 2009.
One of the company's first hits was Chinese checkers, a game that Pressman acquired the rights to in 1928 after spotting the game on a trip to Colorado, and first marketed as "Hop Ching Checkers". The company was an innovator in licensing games and toys from popular media, such as the ''