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Author Topic: Mathematics Help Thread  (Read 226939 times)

frostshotgg

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Re: Mathematics Help Thread
« Reply #2430 on: April 26, 2017, 08:53:36 am »

All the 0s actually make it quite easy. If you swap row 2 down to row 4, you can eliminate normally down to the last variable before you have to actually do any real math.
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Arx

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Re: Mathematics Help Thread
« Reply #2431 on: April 26, 2017, 10:02:20 am »

I find it helpful if Gaussian reduction is in danger of going south to annotate exactly what I'm doing with arrows and operations. Otherwise it's very difficult to look at your working afterwards and figure out where you went wrong. Doesn't necessarily help here, but it does make it smoother in general.
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TheBiggerFish

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Re: Mathematics Help Thread
« Reply #2432 on: April 26, 2017, 01:01:50 pm »

So how am I supposed to find the (cosine of the) angle between two 3D vectors?  I feel like abusing the Pythagorean Theorem (you know, the one with a cosine in it) somehow isn't appropriate.  (For reference: c^2=a^2+b^2 - 2ab cos(C))

Actually, that's two questions, isn't it.
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TheBiggerFish

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Re: Mathematics Help Thread
« Reply #2433 on: April 26, 2017, 01:35:02 pm »

Ah.

Would abusing the Pythagorean Theorem have worked, though?
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Gizogin

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Re: Mathematics Help Thread
« Reply #2434 on: April 26, 2017, 02:18:32 pm »

A question for anyone versed in complexity or combinatorial game theory: I have a two-player game with a certain set of rules defining which moves are allowed and when. This ruleset is intentionally minimal, meaning that each player has a lot of options for most of their respective turns. If I add two additional restrictions on allowed moves such that the number of moves a given player has from a given position is never greater than the number of moves they would have without those restrictions, I can prove the game to be PSPACE-complete. Does this imply anything about the complexity of the game when those restrictions are removed?

Background: For my final project in a game theory course in college, I created a two-player combinatorial game, which I gave the provisional name "Negative". Negative is played on a square grid with black and white tokens; one player is Black and the other is White. Play alternates between moves, with a move being to remove a token of the current player's color from the board and then inverting the color of all neighboring tokens (the neighbors of a token are the four squares on the grid that are orthoginally adjacent). Play ends when the player to move is unable to remove a token of their color; the player to make the last move wins.

Spoiler: Example of play (click to show/hide)

If I add the additional conditions that any token with no neighboring tokens cannot be removed and that no token with more same-colored neighbors than opposite-colored neighbors may be removed, I can prove that this "Restricted Negative" is PSPACE-complete. The proof relies on reducing any starting position in the formula game with no negated variables into a Restricted Negative position, then showing that a player can only win the Restricted Negative position if they could win the formula game (under perfect play).

Spoiler: Formula Game (click to show/hide)

It is possible to perform this reduction in polynomial time in the number of input variables, and a complete analysis of the game tree can be done in polynomial space, so Restricted Negative is PSPACE-complete.

I cannot extend this to the unrestricted case, because I can no longer force both players to cooperate. It is easy to construct examples of positions where a player will lose in Restricted Negative but win in Negative; for example, {BBWW}, where B is a black token and W is a white token, is a loss for the first player to move in Restricted Negative but a win for the first player to move in Negative. This means that neither player is obligated to follow the strategy they would use in Restricted Negative, since not doing so might be to their advantage.

My question is this: Is Negative necessarily more complex (or at least no less complex) than Restricted Negative, and is there a way to prove this based solely on the presence of having at least as many options from every position?

I can provide a link to the more detailed, if informal, analysis of the game, if necessary.
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MagmaMcFry

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Re: Mathematics Help Thread
« Reply #2435 on: April 26, 2017, 04:17:05 pm »

So your question is: If you add more allowed moves to a game, does it become more complex? The answer is a pretty clear No. Suppose you take Negative, and extend the moveset by allowing both players to flip panels of any color. This resulting game is ridiculously easy to solve.


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frostshotgg

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Re: Mathematics Help Thread
« Reply #2436 on: April 26, 2017, 04:50:04 pm »

So how am I supposed to find the (cosine of the) angle between two 3D vectors?  I feel like abusing the Pythagorean Theorem (you know, the one with a cosine in it) somehow isn't appropriate.  (For reference: c^2=a^2+b^2 - 2ab cos(C))

Actually, that's two questions, isn't it.
Like Ispil said, use dot product.

Dot products are ridiculously useful, and an added bonus is that they're really easy to compute, even by hand, and they exist forever. Dot products can be done on vectors of any size, unlike cross products which only exist in 3space and 7space
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TheBiggerFish

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Re: Mathematics Help Thread
« Reply #2437 on: April 26, 2017, 11:59:42 pm »

Anyway, once I have cos(theta) how am I supposed to find the actual angle?
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frostshotgg

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Re: Mathematics Help Thread
« Reply #2438 on: April 27, 2017, 12:04:54 am »

Read that question you just asked. Think for a moment here.
Spoiler (click to show/hide)
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hops

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Re: Mathematics Help Thread
« Reply #2439 on: April 27, 2017, 01:50:06 am »



Can someone offer me some hint on how to approach this? I can solve the equation to give me the variables in term of alpha, but I don't know how to proceed from that.
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da_nang

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Re: Mathematics Help Thread
« Reply #2440 on: April 27, 2017, 05:28:14 am »

You need to find the rank of the system matrix and the augmented matrix. If they match, then you have at least one solution.
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hops

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Re: Mathematics Help Thread
« Reply #2441 on: April 27, 2017, 06:11:15 am »

How's the value of alpha gonna affect that?
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TheBiggerFish

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Re: Mathematics Help Thread
« Reply #2442 on: April 27, 2017, 07:15:23 am »

Read that question you just asked. Think for a moment here.
Spoiler (click to show/hide)
Without a calculator.
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hops

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Re: Mathematics Help Thread
« Reply #2443 on: April 27, 2017, 07:29:40 am »

cos(theta) is the cosine of a right triangle of angle theta, cos is the adjacent side divided by the hypotenuse. Draw a triangle with that cosine ratio, then use a protractor to measure the angle.

Edit: You could also look up how calculators do it, maybe, I have no clue how they do it.
« Last Edit: April 27, 2017, 07:34:34 am by Cinder »
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TheBiggerFish

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Re: Mathematics Help Thread
« Reply #2444 on: April 27, 2017, 07:32:33 am »

Ah.  So there isn't a way to find theta given cos(theta) without getting lucky with triangles.
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