28 SEP 2021 by ideonexus
Prime Numbers and Cryptography
Algorithms for finding prime numbers date back at least as far as ancient Greece, where mathematicians used a straightforward approach known as the Sieve of Erastothenes. The Sieve of Erastothenes works as follows: To find all the primes less than n, begin by writing down all the numbers from 1 to n in sequence. Then cross out all the numbers that are multiples of 2, besides itself (4, 6, 8, 10, 12, and so on). Take the next smallest number that hasn’t been crossed out (in this case, 3), an...28 SEP 2021 by ideonexus
The Explore VS Exploit Problem
In English, the words “explore” and “exploit” come loaded with completely opposite connotations. But to a computer scientist, these words have much more specific and neutral meanings. Simply put, exploration is gathering information, and exploitation is using the information you have to get a known good result. [...] [...] A sobering property of trying new things is that the value of exploration, of finding a new favorite, can only go down over time, as the remaining opportunities ...Folksonomies: computational thinking life hacks
Folksonomies: computational thinking life hacks
28 SEP 2021 by ideonexus
The Stopping Problem
The 37% Rule derives from optimal stopping’s most famous puzzle, which has come to be known as the “secretary problem.” Its setup is much like the apartment hunter’s dilemma that we considered earlier. Imagine you’re interviewing a set of applicants for a position as a secretary, and your goal is to maximize the chance of hiring the single best applicant in the pool. While you have no idea how to assign scores to individual applicants, you can easily judge which one you prefer. (A m...Folksonomies: computational thinking
Folksonomies: computational thinking
10 MAR 2019 by ideonexus
Asymmetrical Psychology: Computers Use Knights Better Tha...
e. Chess players have the most trouble visualizing the moves of knights because their move is unlike anything else in the game, an L-shaped hop instead of a predictable straight line like the other pieces. Computers, of course, don't visualize anything at all, and so manage every piece with equal skill. I believe it was Bent Larsen, the first GM victim of a computer in tournament play, who stated that computers dropped a few hundred rating points if you eliminated their knights. This is an ex...Folksonomies: computational thinking asymmetrical psychology
Folksonomies: computational thinking asymmetrical psychology
31 OCT 2018 by ideonexus