The checkmate problem in Shogi (Japanese Chess) is a puzzle within the game itself. These puzzles have enjoyed a long play and have been the subject of centuries of analysis. The subject of this research is defining the aesthetic criteria of great Shogi problems, and finding new methods for composing interesting checkmate problems in Shogi. First we examine the results of previous studies of aesthetics in Shogi checkmate problems. For this purpose, we focus on the Proof Number Search algorithm and record the data while solving checkmate problems. We analyzed these data and we calculated the proof number related to the evaluation of the checkmate problem. Good checkmate problems have large proof numbers. Next, we present a new technique for automatic composition of checkmate problems in Shogi. This technique uses already existing checkmate problems in Shogi and develops them further. Finally, we can compose new checkmate problems which have bigger proof numbers than original ones. This work is not yet sufficient unto itself.
In combinatorial games, few results are known about the overall structure of multi-player games. We prove that given any finite set S of multi-player games, the set of games all of whose immediate options belong to S forms a completely distributive lattice with respect to every partial order relation ≤C, where C is an arbitrary coalition of players.
The game of n-player Maundy Cake is the n-player version of Maundy Cake, a classic combinatorial game. Even though determining the solution of Maundy Cake is trivial, solving the n-player variant is challenging because of the identification of queer games, i.e., games where no player has a winning strategy. A first analysis of the instances of n-player Maundy Cake is presented. Moreover, some sufficient conditions to guarantee a winning strategy in some special cases are also presented.
In combinatorial games, few results are known about the overall structure of multi-player games. In particular, multi-player games born by day d form a completely distributive lattices with respect to every partial order relation under an arbitrary coalition of players. In this paper, we introduce the canonical form of a multi-player game and we redefine the upper and lower bounds of the lattices of multi-player games born by day d.
In combinatorial games, few results are known about the overall structure of multi-player games. We prove that n-player games born by day d forms a completely distributive lattice with respect to every partial order relation ≤C, where C is an arbitrary coalition of players.
To move faster from preclinical studies (experiments in mice) towards clinical phase I trials (experiments in advanced cancer patients), the chance to predict the outcome of longer experiments represents a key step. We use the MetastaSim model to predict the long-term effects of the Triplex vaccine against metastases. To this end we simulate follow-ups of two and three of three months (equivalent approximately to 5.83 and 8.75 years in humans) to compare the long-term efficacy of the best protocol used “in vivo” against the one found by the MetastaSim model. We also check the efficacy of these two protocols by delaying the time of the first administration, in order to catch up the maximum time delay between the appearing of metastases and the administration of the vaccine needed to guarantee reasonable treatment efficacy.
In synchronized games players make their moves simultaneously rather than alternately. Synchronized Triomineering is the synchronized version of Triomineering, a classic two-player combinatorial game. Experimental results for small m x n boards with m + n <= 14 and theoretical results for the n x 7 and n x 8 boards are presented.
The game of N-player White-Black Cutthroat is an n-player version of White-Black Cutthroat, a two-player combinatorial game played on graphs. Because of queer games, i.e., games where no player has a winning strategy, cooperation is a key-factor in n-player games and, as a consequence, n-player White-Black Cutthroat played on stars is PSPACE-complete.
Why are n-player games much more complex than two-player games? Is it much more difficult to cooperate or to compete? The game of n-player Shove is the n-player version of Shove, a two-player combinatorial game. In multi-player games, because of the possibility to form alliances, cooperation between players is a key-factor to determine the winning coalition and, as a consequence, n-player Shove played on a set of finite strips is $\mathcal{PSPACE}$ -complete.
The game of n-player Cutcake is the n-player variant of Cutcake, a classic combinatorial game. Even though determining the solution of Cutcake is trivial, solving n-player Cutcake is challenging because of the identification of queer games, i.e., games where no player has a winning strategy. New results about the classification of the instances of n-player Cutcake are presented.
The game of Cutblock is the three-player variant of Cutcake, a classical combinatorial game. Even though to determine the solution of Cutcake is trivial, solving Cutblock is challenging because of the identification of queer games, i.e., games where no player has a winning strategy. New results about the classification of the instances of Cutblock are presented.
The game of n-player Cutcake is the n-player version of Cutcake, a classical combinatorial game. Even though determining the solution of Cutcake is trivial, solving the n-player variant is challenging because of the identification of queer games, i.e., games where no player has a winning strategy. A classification of the instances of n-player Cutcake is presented.
In combinatorial games, few results are known about the overall structure of three-player games.We prove that three-player games born by day d form a distributive lattice with respect to every partial order relation, but that the collection of all finite three-player games does not form a lattice.
In two player games players are in conflict to each other and coalitions are not allowed but in three-player games two players can join their efforts against the third player. As a result, cooperation is a key-factor that deeply affects the complexity of three-player games. In the game of Shove, cooperation can be much more difficult than competition and, as a consequence, three-player Shove played on a set of rows of dominoes is NP-complete.
GRIDUISS is a simulation framework to model the immune system using grid technologies. It integrates simulation engines, optimization techniques and other prediction models. GRIDUISS is then capable to reproduce general immune system behavior connected to several immune system response (to viruses, bacteria, tumors and auto-immune disease) and drug-induced immune system responses. This framework has been inspired from the EC funded ImmunoGrid project.
In two player games players are in conflict to each other and coalitions are not allowed but in three-player games two players can join their efforts against the third player. As a result, cooperation is a key-factor that deeply affects the complexity of three-player games. In Toppling Dominoes, cooperation can be much more difficult than competition and, as a consequence, three-player Toppling Dominoes played on a set of rows of dominoes is NP-complete.
We present our experience of the artificial immunity induced by an immuoprevention vaccine succesfully tested on transgenic mice. The model mimics the phenomenon of initial cancer growing starting from the stage of the atypical hyperplasia and reproduces the action of the vaccine in activating the immune response. The model has been validated against in-vivo experiments. Finally we use the model to determine an optimal vaccination scheduling which reduce to a minimum the number of vaccine administrations still preventing the solid tumor formation is a population of virtual mice. The vaccination schedule proposed by the model is substantially lighter than the one's determined by the standard intuitive procedure.
Alfredo Motta合作论文数Politecnico di Milano, Milano, Italy2