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  1. 論文誌(ジャーナル)
  2. Vol.56
  3. No.5

Ten Times Eighteen

https://ipsj.ixsq.nii.ac.jp/records/142065
https://ipsj.ixsq.nii.ac.jp/records/142065
02be49b0-35aa-4868-a8db-311a93361bf7
名前 / ファイル ライセンス アクション
IPSJ-JNL5605005.pdf IPSJ-JNL5605005 (292.4 kB)
Copyright (c) 2015 by the Information Processing Society of Japan
オープンアクセス
Item type Journal(1)
公開日 2015-05-15
タイトル
タイトル Ten Times Eighteen
タイトル
言語 en
タイトル Ten Times Eighteen
言語
言語 eng
キーワード
主題Scheme Other
主題 [特集:娯楽の離散数理] dice rolling game, expected score maximization, dynamic programming, computational complexity
資源タイプ
資源タイプ識別子 http://purl.org/coar/resource_type/c_6501
資源タイプ journal article
著者所属
Friedrich Schiller University
著者所属(英)
en
Friedrich Schiller University
著者名 Sebastian, Bocker

× Sebastian, Bocker

Sebastian, Bocker

Search repository
著者名(英) Sebastian, Bocker

× Sebastian, Bocker

en Sebastian, Bocker

Search repository
論文抄録
内容記述タイプ Other
内容記述 We consider the following simple game: We are given a table with ten slots indexed one to ten. In each of the ten rounds of the game, three dice are rolled and the numbers are added. We then put this number into any free slot. For each slot, we multiply the slot index with the number in this slot, and add up the products. The goal of the game is to maximize this score. In more detail, we play the game many times, and try to maximize the sum of scores or, equivalently, the expected score. We present a strategy to optimally play this game with respect to the expected score. We then modify our strategy so that we need only polynomial time and space. Finally, we show that knowing all ten rolls in advance, results in a relatively small increase in score. Although the game has a random component and requires a non-trivial strategy to be solved optimally, this strategy needs only polynomial time and space.

------------------------------
This is a preprint of an article intended for publication Journal of
Information Processing(JIP). This preprint should not be cited. This
article should be cited as: Journal of Information Processing Vol.23(2015) No.3 (online)
DOI http://dx.doi.org/10.2197/ipsjjip.23.258
------------------------------
論文抄録(英)
内容記述タイプ Other
内容記述 We consider the following simple game: We are given a table with ten slots indexed one to ten. In each of the ten rounds of the game, three dice are rolled and the numbers are added. We then put this number into any free slot. For each slot, we multiply the slot index with the number in this slot, and add up the products. The goal of the game is to maximize this score. In more detail, we play the game many times, and try to maximize the sum of scores or, equivalently, the expected score. We present a strategy to optimally play this game with respect to the expected score. We then modify our strategy so that we need only polynomial time and space. Finally, we show that knowing all ten rolls in advance, results in a relatively small increase in score. Although the game has a random component and requires a non-trivial strategy to be solved optimally, this strategy needs only polynomial time and space.

------------------------------
This is a preprint of an article intended for publication Journal of
Information Processing(JIP). This preprint should not be cited. This
article should be cited as: Journal of Information Processing Vol.23(2015) No.3 (online)
DOI http://dx.doi.org/10.2197/ipsjjip.23.258
------------------------------
書誌レコードID
収録物識別子タイプ NCID
収録物識別子 AN00116647
書誌情報 情報処理学会論文誌

巻 56, 号 5, 発行日 2015-05-15
ISSN
収録物識別子タイプ ISSN
収録物識別子 1882-7764
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