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State Space Complexity
Combinatorial game theory has several ways of measuring game complexity. This article describes five of them: state-space complexity, game tree size, decision complexity, game-tree complexity, and computational complexity. Measures of game complexity State-space complexity The state-space complexity of a game is the number of legal game positions reachable from the initial position of the game. When this is too hard to calculate, an upper bound can often be computed by also counting (some) illegal positions, meaning positions that can never arise in the course of a game. Game tree size The game tree size is the total number of possible games that can be played: the number of leaf nodes in the game tree rooted at the game's initial position. The game tree is typically vastly larger than the state space because the same positions can occur in many games by making moves in a different order (for example, in a tic-tac-toe game with two X and one O on the board, this position co ...
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Combinatorial Game Theory
Combinatorial game theory is a branch of mathematics and theoretical computer science that typically studies sequential games with perfect information. Study has been largely confined to two-player games that have a ''position'' that the players take turns changing in defined ways or ''moves'' to achieve a defined winning condition. Combinatorial game theory has not traditionally studied games of chance or those that use imperfect or incomplete information, favoring games that offer perfect information in which the state of the game and the set of available moves is always known by both players. However, as mathematical techniques advance, the types of game that can be mathematically analyzed expands, thus the boundaries of the field are ever changing. Scholars will generally define what they mean by a "game" at the beginning of a paper, and these definitions often vary as they are specific to the game being analyzed and are not meant to represent the entire scope of the field. C ...
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Computer Memory
In computing, memory is a device or system that is used to store information for immediate use in a computer or related computer hardware and digital electronic devices. The term ''memory'' is often synonymous with the term ''primary storage'' or '' main memory''. An archaic synonym for memory is store. Computer memory operates at a high speed compared to storage that is slower but less expensive and higher in capacity. Besides storing opened programs, computer memory serves as disk cache and write buffer to improve both reading and writing performance. Operating systems borrow RAM capacity for caching so long as not needed by running software. If needed, contents of the computer memory can be transferred to storage; a common way of doing this is through a memory management technique called ''virtual memory''. Modern memory is implemented as semiconductor memory, where data is stored within memory cells built from MOS transistors and other components on an integrated c ...
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Pentomino
Derived from the Greek word for ' 5', and "domino", a pentomino (or 5-omino) is a polyomino of order 5, that is, a polygon in the plane made of 5 equal-sized squares connected edge-to-edge. When rotations and reflections are not considered to be distinct shapes, there are 12 different '' free'' pentominoes. When reflections are considered distinct, there are 18 '' one-sided'' pentominoes. When rotations are also considered distinct, there are 63 ''fixed'' pentominoes. Pentomino tiling puzzles and games are popular in recreational mathematics. Usually, video games such as ''Tetris'' imitations and ''Rampart'' consider mirror reflections to be distinct, and thus use the full set of 18 one-sided pentominoes. Each of the twelve pentominoes satisfies the Conway criterion; hence every pentomino is capable of tiling the plane. Each chiral pentomino can tile the plane without being reflected. History The earliest puzzle containing a complete set of pentominoes appeared in Henry D ...
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Sim (pencil Game)
Sim is a pencil-and-paper game that is played by two players. Gameplay Six dots ('vertices') are drawn. Each dot is connected to every other dot by a line ('edge'). Two players take turns coloring any uncolored lines. One player colors in one color, and the other colors in another color, with each player trying to avoid the creation of a triangle made solely of their color (only triangles with the dots as corners count; intersections of lines are not relevant); the player who completes such a triangle loses immediately. Analysis Ramsey theory can also be used to show that no game of Sim can end in a tie. Specifically, since the '' Ramsey number'' ''R''(3,3)=6, any two-coloring of the complete graph on 6 vertices (K6) must contain a monochromatic triangle, and therefore is not a tied position. This will also apply to any super-graph of K6. For another proof that there must eventually be a triangle of either color, see the Theorem on friends and strangers. Computer search has v ...
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Tic-tac-toe
Tic-tac-toe (American English), noughts and crosses (Commonwealth English), or Xs and Os (Canadian or Irish English) is a paper-and-pencil game for two players who take turns marking the spaces in a three-by-three grid with ''X'' or ''O''. The player who succeeds in placing three of their marks in a horizontal, vertical, or diagonal row is the winner. It is a solved game, with a forced draw assuming best play from both players. Gameplay Tic-tac-toe is played on a three-by-three grid by two players, who alternately place the marks X and O in one of the nine spaces in the grid. In the following example, the first player (''X'') wins the game in seven steps: There is no universally-agreed rule as to who plays first, but in this article the convention that X plays first is used. Players soon discover that the best play from both parties leads to a draw. Hence, tic-tac-toe is often played by young children who may not have discovered the optimal strategy. Because of the s ...
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Complexity Class
In computational complexity theory, a complexity class is a set of computational problems of related resource-based complexity. The two most commonly analyzed resources are time and memory. In general, a complexity class is defined in terms of a type of computational problem, a model of computation, and a bounded resource like time or memory. In particular, most complexity classes consist of decision problems that are solvable with a Turing machine, and are differentiated by their time or space (memory) requirements. For instance, the class P is the set of decision problems solvable by a deterministic Turing machine in polynomial time. There are, however, many complexity classes defined in terms of other types of problems (e.g. counting problems and function problems) and using other models of computation (e.g. probabilistic Turing machines, interactive proof systems, Boolean circuits, and quantum computers). The study of the relationships between complexity classes is a ma ...
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Ply (game Theory)
Ply, Pli, Plies or Plying may refer to: Common uses * Ply (layer), typically of paper or wood ** Plywood, made of layers of wood ** Tire ply, a layer of cords embedded in the rubber of a tire Places * Plymouth railway station, England, station code PLY *Plymouth Municipal Airport (Indiana), IATA airport code PLY People * Plies (rapper), American rapper Arts, entertainment, and media * Ply (game theory), a turn in game play * PLY (postnominal), a postnominal for athletes that participate in the Paralympic Games Computing and technology * PLY (file format) or Polygon File Format * PLY (Python Lex-Yacc), a parsing tool for Python * Plying In the textile arts, plying (from the French verb ''plier'', "to fold", from the Latin verb ''plico'', from the ancient Greek verb .) is a process of twisting one or more strings (called strands) of yarn together to create a stronger yarn. Strands ...
, a spinning technique to make yarn {{disambig ...
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Logarithm
In mathematics, the logarithm is the inverse function to exponentiation. That means the logarithm of a number  to the base  is the exponent to which must be raised, to produce . For example, since , the ''logarithm base'' 10 of is , or . The logarithm of to ''base''  is denoted as , or without parentheses, , or even without the explicit base, , when no confusion is possible, or when the base does not matter such as in big O notation. The logarithm base is called the decimal or common logarithm and is commonly used in science and engineering. The natural logarithm has the number  as its base; its use is widespread in mathematics and physics, because of its very simple derivative. The binary logarithm uses base and is frequently used in computer science. Logarithms were introduced by John Napier in 1614 as a means of simplifying calculations. They were rapidly adopted by navigators, scientists, engineers, surveyors and others to perform high-a ...
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PSPACE-complete
In computational complexity theory, a decision problem is PSPACE-complete if it can be solved using an amount of memory that is polynomial in the input length (polynomial space) and if every other problem that can be solved in polynomial space can be transformed to it in polynomial time. The problems that are PSPACE-complete can be thought of as the hardest problems in PSPACE, the class of decision problems solvable in polynomial space, because a solution to any one such problem could easily be used to solve any other problem in PSPACE. Problems known to be PSPACE-complete include determining properties of regular expressions and context-sensitive grammars, determining the truth of quantified Boolean formulas, step-by-step changes between solutions of combinatorial optimization problems, and many puzzles and games. Theory A problem is defined to be PSPACE-complete if it can be solved using a polynomial amount of memory (it belongs to PSPACE) and every problem in PSPACE can be tr ...
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PSPACE
In computational complexity theory, PSPACE is the set of all decision problems that can be solved by a Turing machine using a polynomial amount of space. Formal definition If we denote by SPACE(''t''(''n'')), the set of all problems that can be solved by Turing machines using ''O''(''t''(''n'')) space for some function ''t'' of the input size ''n'', then we can define PSPACE formally asArora & Barak (2009) p.81 :\mathsf = \bigcup_ \mathsf(n^k). PSPACE is a strict superset of the set of context-sensitive languages. It turns out that allowing the Turing machine to be nondeterministic does not add any extra power. Because of Savitch's theorem,Arora & Barak (2009) p.85 NPSPACE is equivalent to PSPACE, essentially because a deterministic Turing machine can simulate a non-deterministic Turing machine without needing much more space (even though it may use much more time).Arora & Barak (2009) p.86 Also, the complements of all problems in PSPACE are also in PSPACE, meaning tha ...
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M,n,k-game
An ''m'',''n'',''k''-game is an abstract board game in which two players take turns in placing a stone of their color on an ''m''-by-''n'' board, the winner being the player who first gets ''k'' stones of their own color in a row, horizontally, vertically, or diagonally.J. W. H. M. Uiterwijk and H. J van der Herik, ''The advantage of the initiative'', Information Sciences 122 (1) (2000) 43-58.Jaap van den Herik, Jos W.H.M. Uiterwijk, Jack van Rijswijck (2002). "Games solved: Now and in the future". Artificial Intelligence. Thus, tic-tac-toe is the 3,3,3-game and free-style gomoku is the 15,15,5-game. An ''m'',''n'',''k''-game is also called a ''k''-in-a-row game on an ''m''-by-''n'' board. The ''m'',''n'',''k''-games are mainly of mathematical interest. One seeks to find the game-theoretic value, the result of the game with perfect play. This is known as solving the game. Strategy stealing argument A standard strategy stealing argument from combinatorial game theory shows t ...
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Backward Induction
Backward induction is the process of reasoning backwards in time, from the end of a problem or situation, to determine a sequence of optimal actions. It proceeds by examining the last point at which a decision is to be made and then identifying what action would be most optimal at that moment. Using this information, one can then determine what to do at the second-to-last time of decision. This process continues backwards until one has determined the best action for every possible situation (i.e. for every possible information set) at every point in time. Backward induction was first used in 1875 by Arthur Cayley, who uncovered the method while trying to solve the infamous Secretary problem. In the mathematical optimization method of dynamic programming, backward induction is one of the main methods for solving the Bellman equation. In game theory, backward induction is a method used to compute subgame perfect equilibria in sequential games. The only difference is that optimizat ...
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