M. Bekos, Till Bruckdorfer, Henry Förster, M. Kaufmann, Simon Poschenrieder, Thomas Stüber
{"title":"RaceTrack的算法和见解","authors":"M. Bekos, Till Bruckdorfer, Henry Förster, M. Kaufmann, Simon Poschenrieder, Thomas Stüber","doi":"10.4230/LIPIcs.FUN.2016.6","DOIUrl":null,"url":null,"abstract":"We discuss algorithmic issues on the well-known paper-and-pencil game RaceTrack. On a very simple track called Indianapolis, we introduce the problem and simple approaches, that will be gradually refined. We present and experimentally evaluate efficient algorithms for single player scenarios. We also consider a variant where the parts of the track are known as soon as they become visible during the race.","PeriodicalId":293763,"journal":{"name":"Fun with Algorithms","volume":"41 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-04-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"Algorithms and Insights for RaceTrack\",\"authors\":\"M. Bekos, Till Bruckdorfer, Henry Förster, M. Kaufmann, Simon Poschenrieder, Thomas Stüber\",\"doi\":\"10.4230/LIPIcs.FUN.2016.6\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We discuss algorithmic issues on the well-known paper-and-pencil game RaceTrack. On a very simple track called Indianapolis, we introduce the problem and simple approaches, that will be gradually refined. We present and experimentally evaluate efficient algorithms for single player scenarios. We also consider a variant where the parts of the track are known as soon as they become visible during the race.\",\"PeriodicalId\":293763,\"journal\":{\"name\":\"Fun with Algorithms\",\"volume\":\"41 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-04-24\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Fun with Algorithms\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.4230/LIPIcs.FUN.2016.6\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Fun with Algorithms","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4230/LIPIcs.FUN.2016.6","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
We discuss algorithmic issues on the well-known paper-and-pencil game RaceTrack. On a very simple track called Indianapolis, we introduce the problem and simple approaches, that will be gradually refined. We present and experimentally evaluate efficient algorithms for single player scenarios. We also consider a variant where the parts of the track are known as soon as they become visible during the race.