Map-coloring Games
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Map-coloring Games
Several map-coloring games are studied in combinatorial game theory. The general idea is that we are given a map with regions drawn in but with not all the regions colored. Two players, Left and Right, take turns coloring in one uncolored region per turn, subject to various constraints. The move constraints and the winning condition are features of the particular game. Some players find it easier to color vertices of the dual graph, as in the Four color theorem. In this method of play, the regions are represented by small circles, and the circles for neighboring regions are linked by line segments or curves. The advantages of this method are that only a small area need be marked on a turn, and that the representation usually takes up less space on the paper or screen. The first advantage is less important when playing with a computer interface instead of pencil and paper. It is also possible to play with Go stones or Checkers. Move constraints An inherent constraint in e ...
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Map Coloring Game
A map is a symbolic depiction emphasizing relationships between elements of some space, such as objects, regions, or themes. Many maps are static, fixed to paper or some other durable medium, while others are dynamic or interactive. Although most commonly used to depict geography, maps may represent any space, real or fictional, without regard to context or scale, such as in brain mapping, DNA mapping, or computer network topology mapping. The space being mapped may be two dimensional, such as the surface of the earth, three dimensional, such as the interior of the earth, or even more abstract spaces of any dimension, such as arise in modeling phenomena having many independent variables. Although the earliest maps known are of the heavens, geographic maps of territory have a very long tradition and exist from ancient times. The word "map" comes from the , wherein ''mappa'' meant 'napkin' or 'cloth' and ''mundi'' 'the world'. Thus, "map" became a shortened term referring to ...
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On Numbers And Games
''On Numbers and Games'' is a mathematics book by John Horton Conway first published in 1976. The book is written by a pre-eminent mathematician, and is directed at other mathematicians. The material is, however, developed in a playful and unpretentious manner and many chapters are accessible to non-mathematicians. Martin Gardner discussed the book at length, particularly Conway's construction of surreal numbers, in his Mathematical Games column in ''Scientific American'' in September 1976. The book is roughly divided into two sections: the first half (or ''Zeroth Part''), on numbers, the second half (or ''First Part''), on games. In the ''Zeroth Part'', Conway provides axioms for arithmetic: addition, subtraction, multiplication, division and inequality. This allows an axiomatic construction of numbers and ordinal arithmetic, namely, the integers, reals, the countable infinity, and entire towers of infinite ordinals. The object to which these axioms apply takes the form , whic ...
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Dover Press
Dover Publications, also known as Dover Books, is an American book publisher founded in 1941 by Hayward and Blanche Cirker. It primarily reissues books that are out of print from their original publishers. These are often, but not always, books in the public domain. The original published editions may be scarce or historically significant. Dover republishes these books, making them available at a significantly reduced cost. Classic reprints Dover reprints classic works of literature, classical sheet music, and public-domain images from the 18th and 19th centuries. Dover also publishes an extensive collection of mathematical, scientific, and engineering texts. It often targets its reprints at a niche market, such as woodworking. Starting in 2015, the company branched out into graphic novel reprints, overseen by Dover acquisitions editor and former comics writer and editor Drew Ford. Most Dover reprints are photo facsimiles of the originals, retaining the original pagination a ...
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McGraw-Hill
McGraw Hill is an American educational publishing company and one of the "big three" educational publishers that publishes educational content, software, and services for pre-K through postgraduate education. The company also publishes reference and trade publications for the medical, business, and engineering professions. McGraw Hill operates in 28 countries, has about 4,000 employees globally, and offers products and services to about 140 countries in about 60 languages. Formerly a division of The McGraw Hill Companies (later renamed McGraw Hill Financial, now S&P Global), McGraw Hill Education was divested and acquired by Apollo Global Management in March 2013 for $2.4 billion in cash. McGraw Hill was sold in 2021 to Platinum Equity for $4.5 billion. Corporate History McGraw Hill was founded in 1888 when James H. McGraw, co-founder of the company, purchased the ''American Journal of Railway Appliances''. He continued to add further publications, eventually establishing The ...
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Your Move (book)
''Your Move'' is the eleventh studio album by American folk rock duo America, released by Capitol Records on June 3, 1983. History In 1982, America experienced renewed commercial success with the hit album '' View From The Ground''. Two of the tracks on that album, including the Top 10 single " You Can Do Magic," were written and produced by Russ Ballard. Desiring to maintain their commercial momentum, Gerry Beckley and Dewey Bunnell turned to Ballard once again, this time to produce their entire follow-up album. Beckley and Bunnell began work on the new album by trading songs with Ballard. The recording sessions, however, did not end up as planned. Beckley recalls: "We thought we were involved in the process, but henwe got over to London, allardhad cut a lot of the songs that we had mixed, and it became apparent that it was going to be a kind of 75/25 thing, where most of the songs were going to be his. So we were very removed from this album. We did our best to sing the ...
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A K Peters
A K Peters, Ltd. was a publisher of scientific and technical books, specializing in mathematics and in computer graphics, robotics, and other fields of computer science. They published the journals ''Experimental Mathematics'' and the '' Journal of Graphics Tools'', as well as mathematics books geared to children. Background Klaus Peters wrote a doctoral dissertation on complex manifolds at the University of Erlangen in 1962, supervised by Reinhold Remmert. He then joined Springer Verlag, becoming their first specialist mathematics editor. As a Springer director from 1971, he hired Alice Merker for Springer New York: they were married that year, and moved to Heidelberg. Leaving Springer, they founded Birkhäuser Boston in 1979; Birkhäuser ran into financial difficulties, and was taken over by Springer. Klaus and Alice then spent a period running a Boston office for Harcourt Brace Jovanovich and their imprint Academic Press. With the takeover of Harcourt Brace Jovanovich by Gener ...
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Academic Press
Academic Press (AP) is an academic book publisher founded in 1941. It was acquired by Harcourt, Brace & World in 1969. Reed Elsevier bought Harcourt in 2000, and Academic Press is now an imprint of Elsevier. Academic Press publishes reference books, serials and online products in the subject areas of: * Communications engineering * Economics * Environmental science * Finance * Food science and nutrition * Geophysics * Life sciences * Mathematics and statistics * Neuroscience * Physical sciences * Psychology Well-known products include the ''Methods in Enzymology'' series and encyclopedias such as ''The International Encyclopedia of Public Health'' and the ''Encyclopedia of Neuroscience''. See also * Akademische Verlagsgesellschaft (AVG) — the German predecessor, founded in 1906 by Leo Jolowicz (1868–1940), the father of Walter Jolowicz Walter may refer to: People * Walter (name), both a surname and a given name * Little Walter, American blues harmonica player Marion Wa ...
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On Numbers And Games
''On Numbers and Games'' is a mathematics book by John Horton Conway first published in 1976. The book is written by a pre-eminent mathematician, and is directed at other mathematicians. The material is, however, developed in a playful and unpretentious manner and many chapters are accessible to non-mathematicians. Martin Gardner discussed the book at length, particularly Conway's construction of surreal numbers, in his Mathematical Games column in ''Scientific American'' in September 1976. The book is roughly divided into two sections: the first half (or ''Zeroth Part''), on numbers, the second half (or ''First Part''), on games. In the ''Zeroth Part'', Conway provides axioms for arithmetic: addition, subtraction, multiplication, division and inequality. This allows an axiomatic construction of numbers and ordinal arithmetic, namely, the integers, reals, the countable infinity, and entire towers of infinite ordinals. The object to which these axioms apply takes the form , whic ...
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Angel Problem
The angel problem is a question in combinatorial game theory proposed by John Horton Conway. The game is commonly referred to as the Angels and Devils game.John H. Conway, The angel problem', in: Richard Nowakowski (editor) ''Games of No Chance'', volume 29 of MSRI Publications, pages 3–12, 1996. The game is played by two players called the angel and the devil. It is played on an infinite chessboard (or equivalently the points of a 2D lattice). The angel has a power ''k'' (a natural number 1 or higher), specified before the game starts. The board starts empty with the angel in one square. On each turn, the angel jumps to a different empty square which could be reached by at most ''k'' moves of a chess king, i.e. the distance from the starting square is at most ''k'' in the infinity norm. The devil, on its turn, may add a block on any single square not containing the angel. The angel may leap over blocked squares, but cannot land on them. The devil wins if the angel is unable ...
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Misère
Misère ( French for "destitution"), misere, bettel, betl, or (German for "beggar"; equivalent terms in other languages include , , ) is a bid in various card games, and the player who bids misère undertakes to win no tricks or as few as possible, usually at no trump, in the round to be played. This does not allow sufficient variety to constitute a game in its own right, but it is the basis of such trick-avoidance games as Hearts, and provides an optional contract for most games involving an auction. The term or category may also be used for some card game of its own with the same aim, like Black Peter. A misère bid usually indicates an extremely poor hand, hence the name. An open or lay down misère, or misère ouvert is a 500 bid where the player is so sure of losing every trick that they undertake to do so with their cards placed face-up on the table. Consequently, 'lay down misère' is Australian gambling slang for a predicted easy victory. In Skat, the bidding can ...
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Misère Play Convention
Misère (French for "destitution"), misere, bettel, betl, or (German for "beggar"; equivalent terms in other languages include , , ) is a bid in various card games, and the player who bids misère undertakes to win no tricks or as few as possible, usually at no trump, in the round to be played. This does not allow sufficient variety to constitute a game in its own right, but it is the basis of such trick-avoidance games as Hearts, and provides an optional contract for most games involving an auction. The term or category may also be used for some card game of its own with the same aim, like Black Peter. A misère bid usually indicates an extremely poor hand, hence the name. An open or lay down misère, or misère ouvert is a 500 bid where the player is so sure of losing every trick that they undertake to do so with their cards placed face-up on the table. Consequently, 'lay down misère' is Australian gambling slang for a predicted easy victory. In Skat, the bidding can ...
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