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πŸ”— Monty Hall Problem

πŸ”— Mathematics πŸ”— Television πŸ”— Statistics πŸ”— Game theory πŸ”— Television/Television game shows

The Monty Hall problem is a brain teaser, in the form of a probability puzzle, loosely based on the American television game show Let's Make a Deal and named after its original host, Monty Hall. The problem was originally posed (and solved) in a letter by Steve Selvin to the American Statistician in 1975 (Selvin 1975a), (Selvin 1975b). It became famous as a question from a reader's letter quoted in Marilyn vos Savant's "Ask Marilyn" column in Parade magazine in 1990 (vos Savant 1990a):

Suppose you're on a game show, and you're given the choice of three doors: Behind one door is a car; behind the others, goats. You pick a door, say No. 1, and the host, who knows what's behind the doors, opens another door, say No. 3, which has a goat. He then says to you, "Do you want to pick door No. 2?" Is it to your advantage to switch your choice?

Vos Savant's response was that the contestant should switch to the other door (vos Savant 1990a). Under the standard assumptions, contestants who switch have a 2/3 chance of winning the car, while contestants who stick to their initial choice have only a 1/3 chance.

The given probabilities depend on specific assumptions about how the host and contestant choose their doors. A key insight is that, under these standard conditions, there is more information about doors 2 and 3 than was available at the beginning of the game when door 1 was chosen by the player: the host's deliberate action adds value to the door he did not choose to eliminate, but not to the one chosen by the contestant originally. Another insight is that switching doors is a different action than choosing between the two remaining doors at random, as the first action uses the previous information and the latter does not. Other possible behaviors than the one described can reveal different additional information, or none at all, and yield different probabilities. Yet another insight is that your chance of winning by switching doors is directly related to your chance of choosing the winning door in the first place: if you choose the correct door on your first try, then switching loses; if you choose a wrong door on your first try, then switching wins; your chance of choosing the correct door on your first try is 1/3, and the chance of choosing a wrong door is 2/3.

Many readers of vos Savant's column refused to believe switching is beneficial despite her explanation. After the problem appeared in Parade, approximately 10,000 readers, including nearly 1,000 with PhDs, wrote to the magazine, most of them claiming vos Savant was wrong (Tierney 1991). Even when given explanations, simulations, and formal mathematical proofs, many people still do not accept that switching is the best strategy (vos Savant 1991a). Paul ErdΕ‘s, one of the most prolific mathematicians in history, remained unconvinced until he was shown a computer simulation demonstrating vos Savant’s predicted result (Vazsonyi 1999).

The problem is a paradox of the veridical type, because the correct choice (that one should switch doors) is so counterintuitive it can seem absurd, but is nevertheless demonstrably true. The Monty Hall problem is mathematically closely related to the earlier Three Prisoners problem and to the much older Bertrand's box paradox.

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πŸ”— Quiescence search

πŸ”— Chess

Quiescence search is an algorithm typically used to extend search at unstable nodes in minimax game trees in game-playing computer programs. It is an extension of the evaluation function to defer evaluation until the position is stable enough to be evaluated statically, that is, without considering the history of the position or future moves from the position. It mitigates the effect of the horizon problem faced by AI engines for various games like chess and Go.

Human players usually have enough intuition to decide whether to abandon a bad-looking move, or search a promising move to a great depth. A quiescence search attempts to emulate this behavior by instructing a computer to search "volatile" positions to a greater depth than "quiet" ones to make sure there are no hidden traps and to get a better estimate of its value.

Any sensible criterion may be used to distinguish "quiet" positions from "volatile" positions. One common criterion is that moves exist in the position that can dramatically change the valuation of the position, such as captures in chess or Go. As the main motive of quiescence search is to get a stable value out of a static evaluation function, it may also make sense to detect wide fluctuations in values returned by a simple heuristic evaluator over several ply, i.e. a history criterion. The quiescence search continues as along as the position remains volatile according to the criterion. In order to get the quiescence search to terminate, plies are usually restricted to moves that deal directly with the threat, such as moves that capture and recapture (often called a 'capture search') in chess. In highly "unstable" games like Go and reversi, a rather large proportion of computer time may be spent on quiescence searching.

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πŸ”— The Last Question

πŸ”— Novels πŸ”— Novels/Science fiction πŸ”— Science Fiction πŸ”— Novels/Short story

"The Last Question" is a science fiction short story by American writer Isaac Asimov. It first appeared in the November 1956 issue of Science Fiction Quarterly and was anthologized in the collections Nine Tomorrows (1959), The Best of Isaac Asimov (1973), Robot Dreams (1986), The Best Science Fiction of Isaac Asimov (1986), the retrospective Opus 100 (1969), and in Isaac Asimov: The Complete Stories, Vol. 1 (1990). While he also considered it one of his best works, β€œThe Last Question” was Asimov's favorite short story of his own authorship, and is one of a loosely connected series of stories concerning a fictional computer called Multivac. Asimov's Three Laws of Robotics, which were first formulated in 1940, outline the criteria for robotic existence in relation to humans. Humanity's relationship to Multivac is questioned on the subject of entropy. The story overlaps science fiction, theology, and philosophy. Β 

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πŸ”— El Ajedrecista

πŸ”— Chess

El Ajedrecista (English: The Chess Player) is an automaton built in 1912 by Leonardo Torres y Quevedo, one of the first autonomous machines capable of playing chess. As opposed to the human-operated The Turk and Ajeeb, El Ajedrecista was a true automaton built to play chess without human guidance. It played an endgame with three chess pieces, automatically moving a white king and a rook to checkmate the black king moved by a human opponent.

The device could be considered the first computer game in history. It created great excitement when it made its debut, at the University of Paris in 1914. It was first widely mentioned in Scientific American as "Torres and His Remarkable Automatic Devices" on November 6, 1915.

The automaton does not deliver checkmate in the minimum number of moves, nor always within the 50 moves allotted by the fifty-move rule, because of the simple algorithm that calculates the moves. It did, however, checkmate the opponent every time. If an illegal move was made by the opposite player, the automaton would signal it by turning on a light. If the opposing player made three illegal moves, the automaton would stop playing.

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πŸ”— Chrysler Turbine Car

πŸ”— Guild of Copy Editors πŸ”— Automobiles

The Chrysler Turbine Car is an experimental two-door hardtop coupe powered by a turbine engine and manufactured by Chrysler from 1963–1964. The bodywork was constructed by Italian design studio Carrozzeria Ghia and Chrysler completed the final assembly in Detroit. A total of 55 cars were manufactured: five prototypes and a limited run of 50 cars for a public user program. All have a signature metallic paint named "turbine bronze", roughly the color of root beer. The car was styled by Elwood Engel and the Chrysler studios and featured power brakes, power steering, and a TorqueFlite transmission.

The Chrysler turbine engine program that produced the Turbine Car began during the late 1930s and created prototypes that completed long-distance trips in the 1950s and early 1960s. The A-831 engines that powered the Ghia-designed Turbine Car could operate on many fuels, required less maintenance, and lasted longer than conventional piston engines, although they were much more expensive to produce.

After testing, Chrysler conducted a user program from October 1963 to January 1966 that involved 203 drivers in 133 cities in the United States cumulatively driving more than one million miles (1.6 million km). The program helped the company determine problems with the cars, notably with their complicated starting procedure, relatively unimpressive acceleration, and sub-par fuel economy and noise. The experience also revealed advantages of the turbine engines, including their remarkable durability, smooth operation, and relatively modest maintenance requirements.

After the user program ended in 1966, Chrysler reclaimed the cars and destroyed all but nine; Chrysler kept two cars, six are displayed at museums in the United States, and one is in a private collection. Chrysler's turbine engine program ended in 1979, largely due to the failure of the engines to meet government emissions regulations, relatively poor fuel economy, and as a condition of receiving a government loan in 1979.

πŸ”— Tymnet

πŸ”— California πŸ”— Computing πŸ”— Computing/Networking

Tymnet was an international data communications network headquartered in Cupertino, California that used virtual call packet-switched technology and X.25, SNA/SDLC, BSC and Async interfaces to connect host computers (servers) at thousands of large companies, educational institutions, and government agencies. Users typically connected via dial-up connections or dedicated asynchronous connections.

The business consisted of a large public network that supported dial-up users and a private network that allowed government agencies and large companies (mostly banks and airlines) to build their own dedicated networks. The private networks were often connected via gateways to the public network to reach locations not on the private network. Tymnet was also connected to dozens of other public networks in the United States and internationally via X.25/X.75 gateways.

As the Internet grew and became almost universally accessible in the late 1990s, the need for services such as Tymnet migrated to the Internet style connections, but still had some value in the Third World and for specific legacy roles. However the value of these links continued to decrease, and Tymnet shut down in 2004.

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πŸ”— Asemic Writing

πŸ”— Writing systems πŸ”— Writing

Asemic writing is a wordless open semantic form of writing. The word asemic means "having no specific semantic content", or "without the smallest unit of meaning". With the non-specificity of asemic writing there comes a vacuum of meaning, which is left for the reader to fill in and interpret. All of this is similar to the way one would deduce meaning from an abstract work of art. Where asemic writing distinguishes itself among traditions of abstract art is in the asemic author's use of gestural constraint, and the retention of physical characteristics of writing such as lines and symbols. Asemic writing is a hybrid art form that fuses text and image into a unity, and then sets it free to arbitrary subjective interpretations. It may be compared to free writing or writing for its own sake, instead of writing to produce verbal context. The open nature of asemic works allows for meaning to occur across linguistic understanding; an asemic text may be "read" in a similar fashion regardless of the reader's natural language. Multiple meanings for the same symbolism are another possibility for an asemic work, that is, asemic writing can be polysemantic or have zero meaning, infinite meanings, or its meaning can evolve over time. Asemic works leave for the reader to decide how to translate and explore an asemic text; in this sense, the reader becomes co-creator of the asemic work.

In 1997, visual poets Tim Gaze and Jim Leftwich first applied the word asemic to name their quasi-calligraphic writing gestures. They then began to distribute them to poetry magazines both online and in print. The authors explored sub-verbal and sub-letteral forms of writing, and textual asemia as a creative option and as an intentional practice. Since the late 1990s, asemic writing has blossomed into a worldwide literary/art movement. It has especially grown in the early part of the 21st century, though there is an acknowledgement of a long and complex history, which precedes the activities of the current asemic movement, especially with regards to abstract calligraphy, wordless writing, and verbal writing damaged beyond the point of legibility. Jim Leftwich has recently stated that an asemic condition of an asemic work is an impossible goal, and that it is not possible to create an art/literary work entirely without meaning. He has begun to use the term "pansemic" too. He also explained (in 2020): "The term 'pansemia' didn't replace the term 'asemia' in my thinking (nor did 'pansemic' replace 'asemic'); it merely assisted me in expanding my understanding of the theory and practice of asemic writing". Others such as author Travis Jeppesen have found the term asemic to be problematic because "it seems to infer writing with no meaning."

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πŸ”— Broodfunds

πŸ”— Netherlands

Broodfonds (English: "Bread fund") is a Dutch collective that allows independent entrepreneurs to provide each other with temporary sick leave. Those who wish to participate in a bread fund can join an existing group of likeminded entrepreneurs, or start one themselves. The recommended minimum is 25 people, the maximum size is 50 people to avoid a degree of anonymity. A 'broodfonds' organises solidarity by personal connections and networking and its members are self-governing.

πŸ”— Those Thieving Image Farms

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πŸ”— List of countries by home ownership rate

πŸ”— Lists

This is a list of countries and territories by home ownership rate, which is the ratio of owner-occupied units to total residential units in a specified area.