winning | Inference of relative ability from winning probabilities | Machine Learning library
kandi X-RAY | winning Summary
kandi X-RAY | winning Summary
A fast numerical algorithm for inferring relative ability from multi-entrant contest winning probabilities. Published in SIAM Journal on Quantitative Finance (pdf).
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QUESTION
I am trying to find a quick and fast way to check for alignment of 5 bits in a 6x6 board in all directions (diagonal, horizontal, vertical). The board is represented as a bitboard as they are very fast.
The bitboard is like this:
...ANSWER
Answered 2022-Mar-30 at 06:51Some tests could be grouped together.
For example, let's say the board is called x
, then m = x & (x >> 1) & (x >> 2) & (x >> 3) & (x >> 4)
computes a mask where every bit indicates whether it is the start of 5 horizontally-consecutive set bits (including ranges that wrap across different rows). If m
has any of the bits in the first two columns set, then that means that that bit is the first bit of a winning position. That's a cheap test: (m & 0b000011000011000011000011000011000011) != 0
. Together that takes care of checking 12 winning positions in 10 operations.
The same approach can be used for vertical alignment, but the shift amounts become 6, 12, 18, 24 instead of 1, 2, 3, 4 and the mask becomes 0b000000000000000000000000111111111111
.
The same approach can also be used for the diagonals,
- shift amounts of 7, 14, 21, 28 with a mask of
0b000011000011
- shift amounts of 5, 10, 15, 20 with a mask of
0b110000110000
But there are only 8 diagonal winning positions and it ends up costing 20 operations to check them this way, which isn't that good. It may still help thanks to reducing the number of checks even though it's more operations, but it may also not help, or be worse.
The number of checks can be reduced to 1 if you prefer, by ORing together the winning-position bits and doing just one != 0
.
QUESTION
I'm attempting to code my first website from scratch and I have found myself stuck on this problem for the last day. I am trying to center the logos for my mobile view. I have them placed correctly in my @media tag and they are displaying inside the grid however after countless tries I cannot get them to center inside of there grid columns. I do apologise if any of my code is messy.
...ANSWER
Answered 2022-Mar-28 at 23:57.company-logos img {
justify-self: center;
}
QUESTION
I'm building an tic-tac-toe app in React JS, but useEffect in react behaving pretty weired for me. this is full project url: https://github.com/vyshnav4u/react-tic-tac-toe
Snippet Having problem
You can see that i'm calling isWinner function inside useEffect, in winning condition is meet, isWinner should be print "finish" on console and return true. Now it's printing "finish" on console correctly but not return or printing true inside useEffect.
...ANSWER
Answered 2022-Jan-30 at 07:37It looks like you're returning within the callback of the forEach
. The loop will break. However, you will still go to the next line in the isWinner
function and return false.
Putting a console.log right before return false;
will show you this.
QUESTION
My application consists of calling dozens of functions millions of times. In each of those functions, one or a few temporary std::vector
containers of POD (plain old data) types are initialized, used, and then destructed. By profiling my code, I find the allocations and deallocations lead to a huge overhead.
A lazy solution is to rewrite all the functions as functors containing those temporary buffer containers as class members. However this would blow up the memory consumption as the functions are many and the buffer sizes are not trivial.
A better way is to analyze the code, gather all the buffers, premeditate how to maximally reuse them, and feed a minimal set of shared buffer containers to the functions as arguments. But this can be too much work.
I want to solve this problem once for all my future development during which temporary POD buffers become necessary, without having to have much premeditation. My idea is to implement a container port, and take the reference to it as an argument for every function that may need temporary buffers. Inside those functions, one should be able to fetch containers of any POD type from the port, and the port should also auto-recall the containers before the functions return.
...ANSWER
Answered 2022-Jan-20 at 17:21Let me frame this by saying I don't think there's an "authoritative" answer to this question. That said, you've provided enough constraints that a suggested path is at least worthwhile. Let's review the requirements:
- Solution must use
std::vector
. This is in my opinion the most unfortunate requirement for reasons I won't get into here. - Solution must be standards compliant and not resort to rule violations, like the strict aliasing rule.
- Solution must either reduce the number of allocations performed, or reduce the overhead of allocations to the point of being negligible.
In my opinion this is definitely a job for a custom allocator. There are a couple of off-the-shelf options that come close to doing what you want, for example the Boost Pool Allocators. The one you're most interested in is boost::pool_allocator. This allocator will create a singleton "pool" for each distinct object size (note: not object type), which grows as needed, but never shrinks until you explicitly purge it.
The main difference between this and your solution is that you'll have distinct pools of memory for objects of different sizes, which means it will use more memory than your posted solution, but in my opinion this is a reasonable trade-off. To be maximally efficient, you could simply start a batch of operations by creating vectors of each needed type with an appropriate size. All subsequent vector operations which use these allocators will do trivial O(1) allocations and deallocations. Roughly in pseudo-code:
QUESTION
I am aware of the next scenario: (Weird formatting, I know)
...ANSWER
Answered 2022-Jan-20 at 17:24The Java memory model is sequential consistency in the absence of data races (which your program doesn't have). This is very strong; it says that all reads and writes in your program form a total order, which is consistent with program order. So you can imagine that reads and writes from different threads simply get interleaved, or shuffled together, in some fashion - without changing the relative ordering of actions made from the same thread as each other.
But for this purpose, every action is a separate element in this order.
So just by the mere fact that aBoolean.get()
and aBoolean.compareAndSet()
are two actions and not one action, it is possible for any number of other actions by other threads to take place in between them.
It doesn't matter whether those actions are part of a single statement, or different statements; or what kind of expression they appear in; or what operators (if any) are between them; or what computations the thread itself may or may not be doing around them. There is no way in which two actions can be "so close together" that nothing else can happen in between, short of replacing them by a single action defined to be atomic by the language.
At the level of the machine, a very simple way this can happen is that, since aBoolean.get()
and aBoolean.compareAndSet()
are almost certainly two different machine instructions, an interrupt may arrive in between them. This interrupt could cause the thread to be delayed for any amount of time, during which other threads could do anything they wish. So it is entirely possible that threads #1 and #2 are both interrupted in between their get()
and compareAndSet()
, and that thread #3 executes its set
in the meantime.
Caution: Reasoning about how a particular machine might work is often useful for understanding why undesired behavior is possible, as in the previous paragraph. But it is not a substitute for reasoning about the formal memory model, and should not be used to try to argue that a program must have its desired behavior. Even if a particular machine you have in mind would do the right thing for your code, or you can't think of a way in which a plausible machine would fail, that does not prove that your program is correct.
So trying to say "oh, the machine will do a lock cmpxchg
and so blah blah blah and everything works" isn't wise; some other machine you haven't thought of might work in a totally different fashion, that still complies with the abstract Java memory model but otherwise violates your x86-based expectations. In fact, x86 is a particularly poor example for this: for historical reasons, it provides a rather strong set of instruction-level memory ordering guarantees that many other "weakly ordered" architectures do not, and so there may be many things that Java abstractly allows but that x86 in practice won't do.
QUESTION
I was somewhat surprised to observe that the following code
...ANSWER
Answered 2022-Jan-15 at 15:04Raku's syntax is defined as a Raku grammar. The rule for parsing such a comment is:
QUESTION
I am trying to write a test for the voting example Ballot.sol here:
https://docs.soliditylang.org/en/v0.8.11/solidity-by-example.html
My test code looks like this :
...ANSWER
Answered 2022-Jan-02 at 05:49this call is wrong:
QUESTION
I'm having a simple component which is supposed to return all messages in database.
...ANSWER
Answered 2022-Jan-09 at 17:57This is because of the closure that your useEffect
creates when it passes for the first time.
The second solution that you use, where you send a callback, uses current array value and filters that at the moment of usage.
QUESTION
I am trying to crack the problem of finding the player(s) with the longest streak of winning using Python's 3.2.
I am only able to work out an unscalable solution, but I could not come up with a better one yet. Can anyone please help me with a better solution? Also, I am curious how to adapt such solution to output the player(s) with the longest winning streak per month or year?
Below is the sample dataframe players_results
ANSWER
Answered 2021-Dec-27 at 07:57Filter groups crated by cumulative sums with compare not equal W
with SeriesGroupBy.value_counts
and then get max value with player_id
by Series.agg
with Series.idxmax
and max
:
QUESTION
I found the below text from here, saying that the result for minimax for games like tic-tac-toe and chess will always be a draw. I also saw minimax algorithms for unbeatable tic-tac-toe. But I don't quite understand the reason why minimax results in a draw. Is it because there is no guaranteed winning or losing move and thus the best possible option for both players is a draw?
...a computer running a minimax algorithm without any sort of enhancements will discover that, if both it and its opponent play optimally, the game will end in a draw no matter where it starts, and thus have no clue as to which opening play is the "best." Even in more interesting win-or-lose games like chess, even if a computer could play out every possible game situation (a hopelessly impossible task), this information alone would still lead it to the conclusion that the best it can ever do is draw (which would in fact be true, if both players had absolutely perfect knowledge of all possible results of each move).
ANSWER
Answered 2021-Dec-21 at 16:31The information from the site you’ve linked is slightly incorrect.
We know from a brute-force exploration of the game that with perfect play tic-tac-toe will always end in a draw. That is, if both players play the game according to the best possible strategy, then the game ends in a draw. There’s a wonderful xkcd graphic that details how to play perfectly.
If you were to run a minimax search over the game all the way to the end, it isn’t necessarily the case that minimax won’t know what option to pick. Rather, minimax would select any move that leads to a forced draw, since it always picks a move that leads to the best possible result for the player. It’s “unbeatable” in the sense that a perfect minimax player will never lose and, if you play against it with a suboptimal strategy, it may be able to find a forced win and beat you.
As for chess - as of now (December 2021) no one knows whether chess ends in a draw with perfect play or whether one of the players has a forced win. We simply aren’t able to explore the game tree in that much depth. It’s entirely possible that white has a forced win, for example, in which case a minimax search given sufficient time and resources playing as white will always outplay you.
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