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NASA

Obama Outlines Bold Space Policy ... But No Moon 455

The Bad Astronomer writes "In front of a mostly enthusiastic audience at NASA's Kennedy Space Center today, President Obama outlined a bold, new space policy. It's a change from his previous policy; the Constellation rockets are still dead, but a new heavy-lift rocket system is funded. He specifically talked of manned asteroid and Mars missions, but also stated there would be no return to the Moon. This is a major step in the right direction, but still needs some tweaking."

Comment Re:I don't get why... (Score 1) 322

The reason that fun games tend to be NP-hard (or harder) is that if a game's "physics" supports interesting constructions requiring complex reasoning to solve, then probably that same physics can be used to build computational gadgets, which is how you show hardness of the generalized version. This quality expresses itself even on small, fixed-size board.

Comment Re:chess and go aren't np-hard, but they are also (Score 5, Informative) 322

Chess and Go are actually EXPTIME-complete, even harder than NP-complete problems and PSPACE-complete problems.

In general, one-player games of bounded length (like Flood-It, or Sudoku) tend to be NP-complete; one-player unbounded games (like sliding-block puzzles, or Sokoban) tend to be PSPACE-complete; two-player bounded-length games (like Hex, or Amazons) also tend to be PSPACE-complete, and two-player unbounded games (like Chess, Checkers, and Go) tend to be EXPTIME-complete.

I can't resist here a plug for my book (with Erik Demaine), Games, Puzzles, and Computation, which discusses all these issues in detail. A theme running throughout the book is the same as the view expressed in this paper: most interesting games and puzzles seem to be as hard as their "natural" complexity class, outlined above.

Math

What Computer Science Can Teach Economics 421

eldavojohn writes "A new award-winning thesis from an MIT computer science assistant professor showed that the Nash equilibrium of complex games (like the economy or poker) belong to problems with non-deterministic polynomial (NP) complexity (more specifically PPAD complexity, a subset of TFNP problems which is a subset of FNP problems which is a subset of NP problems). More importantly there should be a single solution for one problem that can be adapted to fit all the other problems. Meaning if you can generalize the solution to poker, you have the ability to discover the Nash equilibrium of the economy. Some computer scientists are calling this the biggest development in game theory in a decade."
Caldera

SCO Terminates Darl McBride 458

bpechter writes "Linux Today reports SCO has terminated Darl McBride and linked to the SCO 8K SEC report. The report found also at the SCO site and states: 'the Company has eliminated the Chief Executive Officer and President positions and consequently terminated Darl McBride.'"

Comment Original concept from "Doomsday Device" (Score 5, Interesting) 691

by John Gribbin, (Analog Science Fiction/Science Fact, 105(2):120?125, Feb 1985). In that story a powerful particle accelerator seemingly fails to operate, for no good reason. Then a physicist realizes that if it were to work, it would effectively destroy the entire universe, by initiating a transition from a cosmological false vacuum state to a lower-energy vacuum state. In this story, the explanation of the failures assumes a many-worlds interpretation of quantum mechanics. So instead of explicit backward causality, there is effective backward causality: only the branches of reality with equipment failures contain observers; therefore, observers can only experience histories with equipment failures. The effect is the same.

I also discussed this idea in the context of novel models of computation in my MIT Ph.D. thesis, Games, Puzzles, and Computation (section 8.2; also published as a book by A.K. Peters). The idea was a bit similar to Nielsen and Ninomiya's proposed experiment. It turns out that by connecting an accelerator capable of destroying the universe to a computation depending on random numbers, one could in principle solve problems that are otherwise intractable. I termed this "doomsday computation", as a variation on the similar concept of "anthropic computation" proposed earlier by Scott Aaronson.

Image

14-Year-Old Boy Smote By Meteorite Screenshot-sm 435

eldavojohn writes "Winning the lottery requires incredible luck and one in a million odds. So does getting hit by a falling space rock. A 14-year-old German boy was granted a three-inch scar by the gods. A pea-sized meteorite smote young Gerrit Blank's hand before leaving a foot-sized crater on the road. The boy's account: 'At first I just saw a large ball of light, and then I suddenly felt a pain in my hand. Then a split second after that there was an enormous bang like a crash of thunder. The noise that came after the flash of light was so loud that my ears were ringing for hours afterwards. When it hit me it knocked me flying and then was still going fast enough to bury itself into the road.' Curiously, the rock was magnetic, and tests were done to verify it is extraterrestrial. The Telegraph notes the only other recorded event of a meteorite striking a person was 'in November 1954 when a grapefruit-sized fragment crashed through the roof of a house, bounced off furniture and landed on a sleeping woman.' Space.com lists a few more anomalies and we discussed the probability of these things downing aircraft recently."

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