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A solved game is a game whose outcome (win, lose or draw) can be correctly predicted from any position, assuming that both players play perfectly.This concept is usually applied to abstract strategy games, and especially to games with full information and no element of chance; solving such a game may use combinatorial game theory or computer assistance.
A chess problem, also called a chess composition, is a puzzle created by the composer using chess pieces on a chessboard, which presents the solver with a particular task.. For instance, a position may be given with the instruction that White is to move first, and checkmate Black in two moves against any possible defen
Consider, first, the observers in the lower-left and lower-right rooms. Each of these rooms has four walls. If the solution line starts in one of these rooms, its observer will see the line leave through a wall. Then it will come back into the room through another wall and leave again through a third.
Robot in a wooden maze. A maze-solving algorithm is an automated method for solving a maze.The random mouse, wall follower, Pledge, and Trémaux's algorithms are designed to be used inside the maze by a traveler with no prior knowledge of the maze, whereas the dead-end filling and shortest path algorithms are designed to be used by a person or computer program that can see the whole maze at once.
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If the solver is particularly advanced, they can skip separately solving the first F2L pair after the cross by solving an X-cross (solving the cross and the first F2L pair at the same time). [4] This is usually done using a technique called Keyhole , which solves one piece of the first F2L pair while ignoring the other piece of that pair.
Easy Money or The Game of Easy Money was a board game introduced by Milton Bradley Company in 1935. Like Monopoly, the game is based on The Landlord's Game in the movement of pieces around the board, the use of cards, properties that can be purchased, and houses that can be established on them.
Because the "sweep" of the area under the involute is bounded by a tangent line (see diagram and derivation below) which is not the boundary (¯) between overlapping areas, the decomposition of the problem results in four computable areas: a half circle whose radius is the tether length (A 1); the area "swept" by the tether over an angle of 2 ...