Treffer: The Magnus-Derek game

Title:
The Magnus-Derek game
Source:
Theoretical computer science. 393(1-3):124-132
Publisher Information:
Amsterdam: Elsevier, 2008.
Publication Year:
2008
Physical Description:
print, 8 ref
Original Material:
INIST-CNRS
Document Type:
Fachzeitschrift Article
File Description:
text
Language:
English
Author Affiliations:
University of Victoria, Victoria, BC, Canada
Rutgers University, United States
ISSN:
0304-3975
Rights:
Copyright 2008 INIST-CNRS
CC BY 4.0
Sauf mention contraire ci-dessus, le contenu de cette notice bibliographique peut être utilisé dans le cadre d’une licence CC BY 4.0 Inist-CNRS / Unless otherwise stated above, the content of this bibliographic record may be used under a CC BY 4.0 licence by Inist-CNRS / A menos que se haya señalado antes, el contenido de este registro bibliográfico puede ser utilizado al amparo de una licencia CC BY 4.0 Inist-CNRS
Notes:
Computer science; theoretical automation; systems

Mathematics
Accession Number:
edscal.20217983
Database:
PASCAL Archive

Weitere Informationen

We introduce a new combinatorial game between two players: Magnus and Derek. Initially, a token is placed at position 0 on a round table with n positions. In each round of the game Magnus chooses the number of positions for the token to move, and Derek decides in which direction, + (clockwise) or - (counterclockwise), the token will be moved. Magnus aims to maximize the total number of positions visited during the course of the game, while Derek aims to minimize this quantity. We define f* (n) to be the eventual size of the set of visited positions when both players play optimally. We prove a closed form expression for f* (n) in terms of the prime factorization of n, and provide algorithmic strategies for Magnus and Derek to meet this bound. We note the relevance of the game for a mobile agent exploring a ring network with faulty sense of direction, and we pose variants of the game for future study.