Source paper: released examination archive, member
2019/T/a16607w1.pdf. The dated cover identifies the undergraduate Second Public Examination, Trinity Term 2020, Friday 29 May, opening at 09:30 BST; the archive directory is misleading. The cover allows three hours for completion and upload.All printed parts are addressed below. The original Figure 1 is corrupted; the bounded source gap is confined to 1(a).
TODO: the classifications, chosen heuristic functions and least-cost outcomes for G1–G5 cannot be established from the corrupted original Figure 1. The missing edges, costs, priority labels and lower portions of the five search trees are required inputs. The surviving portions and the two heuristic function tables do not determine those answers. No reconstructed graph or invented expansion trace is assumed.
For a readable instance, depth-first search follows the deepest pending branch and breadth-first search expands by search depth; neither generally minimizes unequal edge costs. Uniform-cost search orders by path cost , whereas A-star search orders by . A displayed A-star search score would identify the estimate by subtracting the accumulated path cost. Under nonnegative costs and the usual terminating-search assumptions, uniform-cost search returns a least-cost goal state when testing goals on removal from the search frontier; A-star search additionally needs an admissible heuristic with appropriate reopening, or a consistent heuristic for the usual closed-set implementation. These rules explain how the missing information would be used, but cannot identify a particular damaged search tree.
With the conventional strictly positive step costs, the five answers in printed order are false, false, true, true, true. The third answer needs that positivity convention: it is false in general if zero-cost edges and unrestricted ties are admitted. Take the goal test on selection from the search frontier, and assume a finite reachable problem with a reachable goal state; finite branching factor and a positive lower bound on step costs give the corresponding tree search guarantees on an infinite problem. These assumptions make the usual A-star search guarantees precise.[ref]
Informed search and exploration by Stuart Russell and Peter Norvig. §4.1, printed pp. 94–100: best-first priorities, consistency and optimality conditions
For the first assertion, use a directed graph with transitions of cost , of cost and of cost , where is the only goal state. The perfect heuristic is , , . Greedy best-first search selects the direct goal of cost because its priority is zero. The least path cost is . Knowing the exact remaining distance does not account for an expensive transition already taken.
The same counterexample settles the second assertion. Greedy best-first search selects , while A-star search selects : after expanding , the A-star search priorities are for and for the direct copy of . Thus even the expanded state sets differ.
For the third assertion, let the current nonterminal search node have finite remaining distance . The first transition of a least-cost continuation has some successor withEvery older entry in the search frontier has estimate at least , since the current entry was selected with minimum estimate. A newly generated successor with strictly smaller estimate therefore wins over every older entry. Whichever new successor is selected has smaller remaining distance than the current search node, so the argument repeats. Consequently the selected search nodes form one parent–child chain; include the selected goal, or append it if “expanded” excludes goal processing. This greedy perfect-heuristic descent does not imply least path cost, as the first counterexample demonstrates.
The zero-cost qualification is substantive. Give two successors of cost , add of cost , and add and of cost . The perfect heuristic has values at , at and at . Alphabetical priority ties let greedy best-first search select , which is not one graph path. Thus the unqualified third assertion requires a cost or tie convention absent from the printed text.
For the fourth assertion, a least remaining distance satisfieson every edge, by taking that edge and then a least-cost continuation. Thus is a consistent heuristic. The usual A-star search graph search finalizes each expanded state's least path cost and returns a least-cost goal.
For the fifth assertion, write . Before a goal is selected, an unexpanded prefix of an optimal graph path remains on the search frontier, with . A-star search therefore selects only search nodes with . Since ,This compares remaining cost, not search depth or accumulated path cost. The statement can fail with negative costs; those are outside the convention used here.
Let the input words be , let be their common length, let be the finite alphabet, and let contain the dictionary words of length . Unequal input lengths immediately make the puzzle impossible because a mutation preserves length. A word ladder search problem can use the state space , with initial state ; including handles an input word not itself in the dictionary.
At word , an action is a position–letter pair with , and , permitted precisely when replacing by gives . The search transition model returns that , and the goal test is . If , the empty sequence is accepted; if and , no transition can reach .
Assign each permitted transition cost . A search node at search depth hasThus minimizing path cost is exactly minimizing the number of mutations. Uniform-cost search, with repeated states handled by graph search and the goal test on selection, finds a shortest word ladder if one exists. Because all costs are equal, breadth-first search gives the same optimal-length guarantee.
The proposed Hamming distance is both an admissible heuristic and a consistent heuristic. WriteEvery position differing from the target must change at least once along any successful word ladder. One mutation changes only one position, so every solution from has at least steps. This proves , including an unreachable target with . Dictionary restrictions may force extra changes, but cannot remove that lower bound.
Adjacent words differ in one position, so their Hamming distances to differ by at most one. Since every transition costs one,These are exactly the consistent heuristic conditions. Equivalently, allowing all length- words gives a relaxation heuristic whose exact distance is the Hamming distance; restoring the dictionary can only increase the minimum required number of steps.
The difficulty is representing dictionary membership and the one-letter relationship in positive conjunctive STRIPS preconditions; a finite dictionary nevertheless admits an exact encoding. Pure STRIPS does not provide string indexing, a “differs in one position” operator, arbitrary disjunctive tests or a procedure that calls a dictionary lookup. Those relationships must be represented by ground facts or compiled into ground actions.
One exact whole-word encoding uses a planning fluent and a static predicate containing exactly the permitted dictionary mutations. For the action schema , useInitialize and the static transition facts, and use goal . Only one fact is true initially. Each applicable ground action deletes it and adds exactly its permitted successor, so mathematical induction proves that exactly one current-word fact remains true and that every plan is a legal word ladder. Conversely, every legal word ladder directly supplies a plan. An isolated non-dictionary start is handled as in (c). A shortest plan has the fewest mutations.
This encoding moves the hard lexical relationship into preprocessing. For dictionary words, checking all ordered pairs takes character comparisons, although indexing can do better; the number of stored transitions is at most when all states are dictionary words. The STRIPS representation is finite, but its size and preprocessing cost matter.
A position-based representation instead uses planning fluents . Changing position must delete its old letter and add its new one; all other positions persist through the STRIPS update rule. Merely requiring each position to contain a letter admits non-dictionary strings. A disjunction over all dictionary words is not a positive conjunctive STRIPS precondition. It can be compiled into separate ground actions, each requiring every letter of a valid source word and changing one position to reach a valid destination. This again enumerates lexical cases and can be large. Arbitrary letter changes followed by an unconstrained “validate” action are unsound: several illegal intermediate strings could otherwise lead to a legal goal. Legality must hold after every mutation, not only at the endpoint.
For a finite constraint satisfaction problem, remove values violating unary restrictions before starting. The following backtracking algorithm makes independent copies of constraint domains at each branch, so failed forward checking cannot contaminate a sibling branch.
SOLVE(P):
D := domains of P after unary filtering
if some D[X] is empty: return failure
return SEARCH({}, D)
SEARCH(assignment, D):
if every variable is assigned: return assignment
X := SELECT-UNASSIGNED-VARIABLE(assignment, D, P)
for v in ORDER-DOMAIN-VALUES(X, assignment, D, P):
if X=v is compatible with the current assignment:
next_assignment := assignment extended by X=v
next_domains := a deep copy of D
next_domains[X] := {v}
if INFERENCES(X, v, next_assignment, next_domains, P) succeeds:
result := SEARCH(next_assignment, next_domains)
if result is not failure: return result
return failureSELECT-UNASSIGNED-VARIABLE implements minimum remaining values: choose an unassigned variable with the smallest current constraint domain. Break ties by the degree heuristic, choosing the variable constrained to the greatest number of other unassigned variables; a fixed final tie rule makes execution reproducible. ORDER-DOMAIN-VALUES may use any complete ordering; ascending values suffice here.
INFERENCES implements forward checking: for each unassigned neighbor of , remove every value incompatible with , and fail if any constraint domain becomes empty. For higher-arity constraints, reject any completely instantiated violation and use a sound chosen filtering rule; the stated neighbor test is the usual binary case. Forward checking never removes a value used by a possible extension of the current assignment. Exhausting every surviving value therefore makes this finite backtracking procedure both sound and complete.[ref]
CS 188 constraint filtering notes. §2.3, opening paragraphs: filtering neighbors after assignment
[ref]Forward checking makes minimum remaining values respond to current restrictions rather than the original constraint domain sizes. After , its neighbors may have fewer choices, become forced or lose all choices. Minimum remaining values then selects the newly constrained variable early, while an empty constraint domain triggers immediate failure. The two mechanisms expose failure sooner and reduce wasted backtracking.
Forward checking only tests an unassigned neighbor against the newly assigned value. It need not check whether two still-unassigned variables have mutually supporting values. Arc consistency requires every value at either end of each binary constraint to have support in the other constraint domain, and AC-3 propagates deletions until this condition stabilizes or a constraint domain becomes empty.[ref]
For example, let initially have constraint domains with constraints and . Assigning makes forward checking reduce to , but leaves . Arc consistency also deletes from , leaving . Neither procedure alone decides every general constraint satisfaction problem: a triangle of two-valued inequalities satisfies arc consistency but is unsatisfiable.
One solution is . Use ascending value order; after minimum remaining values and the degree heuristic, break any remaining variable tie alphabetically. Apply the unary restrictions first:
Minimum remaining values selects , even though has greater initial vertex degree. Set . Forward checking removes from the three neighbors :Now is the unique minimum remaining values choice. Set . Forward checking removes from , givingSelect and set . Its remaining neighbors are , so forward checking givesThe two remaining variables tie on constraint domain size and each has one unassigned neighbor, so the degree heuristic also ties. Alphabetical order selects ; take . Since is already absent from , forward checking makes no further deletion. Finally choose . No empty constraint domain or violation occurs, so this branch needs no backtracking.
All eight binary constraints are checked explicitly by the unequal value pairsThe unary restrictions also hold. Equalities and are permitted because those pairs have no edges in the constraint graph.
Cutset conditioning selects a cycle cutset : deleting its vertices makes the binary constraint graph a forest. Enumerate assignments to , reject those violating internal constraints, and filter each remaining constraint domain against the chosen cutset values. Solve the residual components by tree-structured constraint satisfaction. Stop at a successful assignment, or report failure after all cutset assignments fail. Completeness follows by considering the restriction of any full solution to ; soundness follows by checking internal, crossing and residual constraints. With maximum constraint domain size and cutset variables, a typical bound is for the residual forest work, with cutset and crossing checks added explicitly.[ref]
Here take . The residual constraint graph has vertices and only edges , a tree rooted at . Choose the consistent cutset values . Filtering against these assignments givesThe upward support pass from deletes , because can only equal . The pass from retains , which has support or . Assign at the root and then supported child values . Together with , this gives the solution in (c).
No singleton cycle cutset exists: deleting or leaves, respectively, a triangle on or ; deleting leaves the cycle in a graph . Thus the two-element choice is also minimum, although the algorithm only requires a valid cutset.
Use an exactly-one constraint for each finite-domain variable and a Boolean clause forbidding each disallowed constraint tuple. Let the variables be , with explicitly listed finite constraint domains , and let constraint have distinct-variable scope and allowed relation . Introduce a Boolean variable for every , interpreted as . The direct SAT encoding of finite-domain constraints isIn the middle logical conjunction, each unordered distinct pair is included once. The first Boolean clause requires at least one value, the pairwise Boolean clauses permit at most one, and a final Boolean clause is false exactly when all coordinates of one forbidden tuple are selected. The formula is in conjunctive normal form. An empty constraint domain produces an empty Boolean clause, correctly making the instance unsatisfiable.
For soundness of the reduction, a solution of the constraint satisfaction problem gives the Boolean valuation exactly when . Every exactly-one constraint holds; a forbidden tuple differs from on at least one scoped coordinate, making its negative Boolean clause true. Thus supplies a satisfying assignment for .
Conversely, a satisfying assignment selects a unique value for every . If a constraint failed, the selected scoped tuple would belong to , and its entire negative Boolean clause would be false. That contradicts satisfiability. Hence is a solution. Decoding takes by scanning the value indicators. This proves has a solution if and only if is satisfiable.
For explicit size accounting, put , and . There are Boolean variables,Boolean clauses, andliteral occurrences. These formulas count nonempty scopes; a false zero-arity constraint contributes an empty Boolean clause, while a true one contributes none. Formula storage is literal-sized records; a bit-level encoding also stores indicator indices. With maximum constraint domain size , constraints and maximum arity , this is bounded by for nontrivial domains and scopes. In the common binary case it is .
The input representation matters: listing all forbidden tuples costs up to tests per constraint. This is polynomial for bounded arity and explicitly represented domains, but can be exponential in the description length of a succinct high-arity constraint. The translation is valid in that case without constituting a polynomial-size reduction. If a compact constraint is supplied as a polynomial-size Boolean circuit, one may instead encode that circuit using auxiliary Boolean variables and local conjunctive normal form equivalences, with size proportional to the circuit. No compact representation is silently assumed.
For the instance in (c), after unary filtering there are indicators. The five at-least-one Boolean clauses, pairwise at-most-one Boolean clauses and forbidden-equality Boolean clauses give Boolean clauses. Setting only true encodes the displayed solution.
The translation gives a sound and complete route through an optimized SAT solver; it trades access to general-purpose SAT machinery against encoding cost and the possible loss of constraint-specific structure. Modern SAT solvers use efficient unit propagation, adaptive branching and clause learning. Learned Boolean clauses can summarize conflicts involving many original variables, allowing later branches to avoid repeating the same failed combination. The reduction also offers a standard, reusable interface: improvements to a SAT solver can benefit many finite-domain constraint satisfaction problems.
The Boolean formula may be much larger than the original constraint satisfaction problem, especially for a succinct high-arity relation. One original variable becomes many indicators, and general branching may lose the interpretation that the minimum remaining values and degree heuristic exploit directly. Native constraint propagation can exploit a relation without enumerating all its forbidden tuples. Even in the binary case, stronger propagation does not follow just from switching to SAT.
For example, take , , and let the only allowed pairs be . The forbidden-pair encoding contains and . If becomes false, arc consistency deletes because it has no support. Yet the direct encoding has no unit Boolean clause forcing : both remain possible individually, so plain unit propagation does not make that deletion. A SAT solver can eventually derive it through additional reasoning or search. Conversely, clause learning can combine information beyond the local consistency enforced by AC-3. Neither approach uniformly dominates: performance depends on representation, propagation strength and the instance's structure; both still face exponential worst-case search on general inputs.
Depth-first search computes minimax search values with much less live storage and naturally supports alpha-beta pruning. A parent's value needs only its current best child value and the next child to visit. Once a child subtree has been evaluated, its internal search nodes can be discarded; a final value cannot usually be computed from a nonterminal frontier alone.
With branching factor and horizon , breadth-first search stores a frontier of order . A depth-first search implementation storing sibling lists uses space complexity; lazy successor generation can reduce this to frames plus game-state storage. Both unpruned traversals have time complexity for . Depth-first search also supplies a completed sibling outcome early, allowing alpha-beta pruning to reject later subtrees before generating them.
Use utilities from A's viewpoint, with A maximizing and B minimizing. The following alpha-beta pruning code assumes a finite horizon or terminating game tree; leaf evaluation uses terminal utility when available and a specified horizon estimate otherwise.
ALPHABETA(state, depth, alpha, beta, maximizing):
if state is terminal or depth == 0:
return EVALUATE(state)
if maximizing:
value := -infinity
for child in SUCCESSORS(state):
value := max(value, ALPHABETA(child, depth-1, alpha, beta, false))
alpha := max(alpha, value)
if alpha >= beta: break
return value
else:
value := +infinity
for child in SUCCESSORS(state):
value := min(value, ALPHABETA(child, depth-1, alpha, beta, true))
beta := min(beta, value)
if alpha >= beta: break
return valueCall the root with and record the child giving the greatest root value. In a nonterminal game state, SUCCESSORS must supply the game's legal moves, including any mandatory pass; a player with no moves must be handled according to the rules rather than left as an accidental empty loop.
The bound records an outcome already available to MAX on the active ancestor path; records one already available to MIN. At a MIN node, once a child gives value at most , further children can only decrease the node's minimum, so MAX need not choose that branch. The dual argument applies at MAX when its current value is at least . Returned values from cut-off subtrees can be bounds rather than exact local minimax search values, while the unrestricted root value is exact. Equal-value pruning preserves that value; retaining the first best root action gives a fixed tie rule.[ref]
With excellent move ordering, the new horizon is approximately ; without a move ordering assumption, no doubling is guaranteed. For , a full minimax search to depth visits search nodes, so the budget has . Perfectly ordered alpha-beta pruning evaluates only about leaves at depth . More precisely, for a complete uniform game tree, the best leaf count is . Equating the dominant costs givesConstant factors and rounding affect the exact horizon. Poor move ordering can leave the cost at , giving no asymptotic depth improvement. For , there is no branching to prune and the doubling argument does not apply.[ref]
Expectiminimax adds chance nodes to the MAX and MIN decisions. A chance node usesso exact evaluation generally needs all outcomes with positive probability. An unfavorable child does not determine the expected value: a later, sufficiently favorable child can offset it. Ordinary alpha-beta pruning therefore does not directly discard the remaining outcomes.
Random outcomes also enlarge the effective branching factor. If each player decision has choices and each action has chance outcomes, exploring player decisions can require order leaves rather than . Under the same budget, this gives roughlybefore additional pruning benefits available in the deterministic game are considered. Exact probability calculations add overhead as well. These effects explain the typically shallower horizon; randomness alone is not a theorem of inevitable slowdown. Known utility bounds permit some expected value bounds and specialized pruning, and chance sampling can trade exactness for speed.[ref]
CS 188 stochastic and general game notes. §3.3, chance-node expected-value backup; §3.3.1, mixed layer types
Propagate an entire utility pair from a child chosen to maximize the component of the player whose turn it is. This is the two-player case of max-n search. At a terminal node let . At an A-node chooseand at a B-node replace by . Do not maximize the two coordinates independently: their separate maxima may belong to incompatible outcomes. Fix a tie rule, such as the first child in the specified order. The rule recursively gives a pure strategy subgame perfect equilibrium in a finite perfect-information game: backward induction makes the moving player's selected continuation a best response at every node.[ref]
CS 188 stochastic and general game notes. §3.4, entire utility tuples selected by the moving player's component
In the original Figure 2, each of the three children of the root belongs to B. The left B-node prefers its first leaf because , the middle B-node prefers its first leaf because , and the right B-node prefers its second leaf because . Their propagated utility pairs, from left to right, areAt the root A compares and chooses the left child. Thus the root pair is , with play following the root's left branch and then that B-node's first branch. No tie affects this outcome.
The usual alpha-beta pruning inference fails because increasing B's utility need not decrease A's utility. A partially explored B-node may have found a child unfavorable to A, but B may prefer an unseen child favorable to A as well. An observed low A-coordinate therefore supplies no upper bound on the A-coordinate ultimately propagated by B.
For a concrete counterexample, let a root A-node already have an alternative outcome . In another B-node, the first explored child yields . A zero-sum-style cutoff would discard its remaining children because . But an unseen child with outcome is preferred by B, and makes the complete B-node return , which A strictly prefers to its incumbent. Such a cutoff changes the answer.
The problem persists even after observing a large B-coordinate: without a known relation between coordinates or useful global utility bounds, an unseen pair may have still larger values for both players. Hence there is no generally valid ordinary scalar alpha-beta pruning rule for unrestricted general-sum games. This does not rule out all search pruning: additional bounds, dominance information or a relationship between players' utilities can justify specific cutoffs, as in (g).
Consider a B-node whose parent is an A-node with an already completed incumbent outcome having A-coordinate . At the B-node, let be the best completed child pair found so far according to B's coordinate. Every remaining child can be skipped, and this B-option discarded by its parent, ifUse a strict inequality if ties must remain open; equality is safe under the fixed rule that the parent retains its already selected child on an A-coordinate tie. This is a nearly-zero-sum pruning rule.
To prove it, note first that a completed max-n search value is some terminal utility pair: each backup copies one entire child pair. Thus the nearly-zero-sum inequality holds at every completed subtree, not just at leaves. Since B maximizes its own coordinate, the ultimately selected pair at this B-node has . ThereforeThe already available A-option is at least as good, so remaining children of this B-node cannot alter the parent's selected continuation under the stated tie rule. The second half of the two-sided nearly-zero-sum condition also gives , henceConsequently is another sufficient cutoff, useful if one phrases the test using the observed A-coordinate. The pair-based test is sharper: the value of can certify a cutoff even when the conservative test cannot.
When , every pair satisfies , and the rule reduces to , the ordinary MIN-node alpha-beta pruning cutoff. The extra in the A-coordinate-only condition is necessary in general: an observed pair satisfies the bound for , but B prefers an unseen for . A increases by almost ; using just as the upper bound would be invalid.
Implementation must discard the ruled-out B-option at its parent rather than return as an exact completed utility pair. The proof uses an actual completed alternative at that parent; it does not authorize passing arbitrary distant ancestor bounds through general-sum game backups as if every scalar alpha-beta pruning invariant still held. With these local certified cutoffs, an induction over completed subtrees preserves the selected pair and hence the root outcome.
Source paper: released examination archive, member
2019/T/a15684w1.pdf. The dated cover identifies the undergraduate Second Public Examination, Trinity Term 2020, Friday 5 June, opening at 09:30 BST. The archive directory is misleading. The cover allows four hours for completion and upload; all printed parts are solved below.Use a simultaneous two-player normal-form game, with X choosing the row and Y the column. Each player's pure strategies are and ; a payoff pair lists X first. Measure every dataset size in millions and use the stated normalization . The source's reference to a shared half as “points” is interpreted in the same million-point units as the corpus, so the shared addition is to each initial dataset.
The bimatrix game has payoffsFor example, joint purchase gives dataset sizes and , total , and each buyer pays . A sole buyer gets the full corpus and pays . The total payoff is whenever a purchase occurs and when neither buys: the game is not a zero-sum game, even though gross market shares always sum to one.
For the following calculations, setThe payoff differences “buy minus do not buy,” with the other player's action held fixed, areThese four differences give all the best response comparisons without mixing up row and column payoffs.
A weakly dominant strategy must be a best response to either opponent action. For X this requiresThe first is stronger because . ThusFor Y the comparisons are and , givingBelow each upper endpoint the corresponding strategy is strictly better against both opponent actions; at the endpoint one comparison ties and the other is strict. Thus the answers also satisfy the convention that weak dominance requires a strict advantage somewhere. Since expected payoffs are linear in the opponent's mixing probability, checking both opponent pure strategies suffices for every opponent mixed strategy.
At joint purchase, each player's gain from continuing to buy rather than deviating to is . Both actions are best responses exactly when this is nonnegative. ThereforeAt equality both players are indifferent to their individual unilateral deviations, which is permitted in a Nash equilibrium. The condition is less restrictive than requiring either player's action to be a weakly dominant strategy: only the opponent's actual action needs to be considered.
When neither buys, X's unilateral deviation gains , while Y's gains . For both to be nonpositive, must exceed the larger threshold. HenceEquality is included because a zero-gain deviation does not violate a Nash equilibrium. Consequently both joint-purchase and joint-nonpurchase Nash equilibria exist throughout , a coordination region.
Neither asymmetric purchase outcome is a Nash equilibrium for any permitted . At , X's chosen purchase requires , but Y's chosen nonpurchase, against X buying, requires . These requirements are incompatible because .
At , Y's chosen purchase requires , whereas X's nonpurchase against a buying Y requires . Again the inequalities are incompatible. Thus every Nash equilibrium in pure strategies has both players taking the same action; the conclusion is stronger than merely observing symmetry in their available actions, since their original market shares differ.
Write . Ifthen both players prefer buying against a buyer, since . Both prefer not buying against a nonbuyer: and . These strict opposite best responses give the interior crossing of a coordination game.
An explicit fully mixed Nash equilibrium follows from indifference. Let be X's probability of buying and Y's. X is indifferent whenand Y is indifferent whenSolving givesBoth numerators and denominators are positive. For the required inequality is , equivalent to ; the same comparison for again reduces to . Thus , and the equations make both actions best responses for each player. By linearity of expected payoff, neither player can profit by any other mixed strategy. At these formulas reach and are not fully mixed; the strict threshold matters.
The assignment is Pareto optimal. Write for the room selected by the th student. Suppose another assignment makes every student at least as well off. The first student already selected their uniquely most valuable room, so . Once the rooms of students are fixed, the rooms available to student in the original serial dictatorship are exactly the rooms that remain after those fixed assignments. Student chose the unique maximum among them, so weak improvement requires .
Mathematical induction fixes every student's room. Thus and nobody can be strictly better off, contradicting the definition of a Pareto improvement. Strict room rankings and the absence of allocation externalities are the essential assumptions: a student's utility is determined solely by their own room.[ref]
No: arbitrary ties can produce an assignment that is not Pareto optimal. A two-student counterexample suffices. Give the first student value for both rooms; give the second student value for and for . If the first student breaks the tie by taking , the second must take , and the utility vector is .
Swapping the rooms gives utility vector , so it is a Pareto improvement. Both choices in the original run maximized the corresponding student's available room value. The strict-ranking argument from (a) fails because the first student's utility need not decrease when that student's room changes.
The equilibrium assignment is , with utility vector . Apply backward induction to the finite perfect-information game, accounting for the two friendship pairs in every terminal assignment. Student receives the last room and has no remaining choice. Given the first two rooms, chooses the remaining room maximizing their own room value plus if adjacent to .
The following complete third-stage comparisons summarize the continuations. The utility in the last column is 's resulting utility, after makes the indicated best response.
| room | room | Optimal room | Resulting |
|---|---|---|---|
| or | |||
For example, after takes and takes , student compares , giving , with , giving . Choosing also gives the adjacency bonus, making . The last room is adjacent to 's .
The table makes choose after first-stage choices , respectively. Their resulting consequences for are , and either or . Thus strictly prefers , proving the displayed outcome.
There is an off-path tie for after , so the entire subgame perfect equilibrium strategy profile need not be unique. Either choice, or any mixture of them, gives at most after choosing , below . The equilibrium assignment on the played path is therefore unaffected by this tie. Specifying these optimal continuations at every history, including the unplayed ones, supplies a subgame perfect equilibrium rather than merely a proposed path.
No. Strict room values do not remove the allocation externalities generated by friends. Consider the following new instance, with the same friendship pairs and and friendship bonus for each student:Each row is strictly ranked and every room value is positive. In picking order , backward induction gives the following continuations. Room numbers in a tuple are listed in student order.To check 's incentives behind these continuations, the resulting utilities for their available choices, in ascending room order, are respectively , , and . Student 's own best responses determine those figures, and again takes the remaining room. All comparisons selecting these continuations are strict.
Hence chooses and the subgame perfect equilibrium outcome isBut the feasible assignmentstrictly improves and and leaves unchanged. Thus is not Pareto optimal. This is compatible with equilibrium: a Pareto improvement can require several players' actions to change. If alone takes , the later best responses lead to , not to ; anticipating that reaction gives only .
Every subgame perfect equilibrium outcome is Pareto optimal under the stated consecutive-friend and bonus conditions. Partition the choosing order into blocks: a single student without a friend, or two friends who choose consecutively. Their slots in the choosing order are adjacent; the proof must separately establish when their allocated rooms will be adjacent.
Let be the rooms remaining before a friend block, with leader and follower . Because and , each friend strictly prefers every adjacent-to-friend allocation to every nonadjacent one. After leader takes room with an available adjacent room, follower therefore takes their uniquely highest-valued room among the available neighbors of . The leader consequently knows they will receive the adjacency bonus.
If contains at least one pair of adjacent rooms, let be its nonisolated rooms: the rooms having an available neighbor. Leader must choose from , because choosing there guarantees utility greater than , whereas an isolated choice gives at most . Since the bonus is then fixed and room values are distinct, the leader chooses their unique maximum-value room in . The follower chooses their unique best neighbor. Later students cannot change either allocated room, so later play cannot alter these two students' utilities.
If contains no adjacent pair, neither friend can obtain the bonus under any allocation of rooms from . Both simply choose their uniquely most valuable remaining room in turn. Removing rooms cannot create a new physical adjacency, so no hidden later move can change that conclusion. A one-student block likewise chooses their unique best available room.
Now compare the equilibrium assignment with any proposed Pareto improvement . Induct over these blocks, assuming earlier blocks' rooms are already fixed. Thus and have the same remaining set at the present block. A lone student's room must stay fixed by strict preferences.
For a friend block obtaining adjacency in , both students must retain adjacency in : losing a bonus larger than cannot be compensated by any room-value increase. The leader's room in must therefore belong to . It cannot differ from the unique highest-valued room the leader selected there without reducing that leader's utility. Once the leader's room is fixed, the follower likewise must retain the uniquely best available neighbor. If has no adjacent pair, both rooms stay fixed by the ordinary strict-ranking argument.
Thus every block's rooms are unchanged. The only assignment weakly improving all students is itself, so no strict improvement is possible. This proves Pareto efficiency of serial dictatorship with consecutive friends. The proof applies to every subgame perfect equilibrium, since the required choices at each block are strict best responses determined by the available rooms.
A simple cooperative game is a transferable utility game withA coalition of value is a winning coalition; a value- coalition loses. The displayed definition uses the usual monotone, nontrivial convention: the empty coalition loses and the grand coalition wins.
An induced subgraph game is a transferable utility game represented by a weighted undirected graph with one vertex per player; a coalition's value is the sum of the edge weights in its induced subgraph. With no self-loops,where each unordered pair is counted once and an absent edge has weight zero. Weights may have either sign. In an induced subgraph game with self-loops, write the loop weight at as and add , counting each loop once. In particular, when loops are allowed and is zero otherwise.[ref]
On the Complexity of Cooperative Solution Concepts by Xiaotie Deng and Christos Papadimitriou. §1, printed p. 258: weighted induced-subgraph representation; the self-loop extension is stated explicitly here
No representation exists, even allowing arbitrary signed weights and self-loops. Every singleton coalition loses, so each loop weight must be . Every two-player coalition wins, which then forcesThe represented grand-coalition value would consequently becontradicting its required value . The obstruction is the additive edge representation, not a restriction that weights be nonnegative: the singleton and pair values already determine every relevant weight.
Yes; without self-loops, such a nontrivial simple cooperative game has exactly one positive edge, of weight . For each pair,because singleton and loop contributions are zero. Summing all edge weights gives , so precisely one unordered pair has weight , and all other pairs have weight zero.
Thus the winning coalitions are exactly those containing both and . For any , setThis payoff vector is efficient, since . Every winning coalition receives and every losing coalition receives a nonnegative total, so all inequalities hold. Hence it belongs to the core of a cooperative game.
In fact these are all core allocations. Singleton conditions require , and the winning pair requires ; efficiency then forces equality and zero payoffs outside the pair. The endpoints are both veto players, consistent with the general characterization of the core of a simple cooperative game.
No. Two positive self-loops and one negative edge give a simple cooperative game with an empty core of a cooperative game. Give players loop weights , put , and give every other loop and edge weight zero. For a coalition ,Thus a coalition wins exactly when it contains player or player . This is monotone, has values in , and satisfies . Extra players for any do not alter any coalition value.
The core singleton inequalities would require , and for every other player, while efficiency requires . These requirements are inconsistent. Equivalently, the two disjoint winning singleton coalitions leave no veto player. Signed weights are essential to this particular representation and are permitted in the induced subgraph game model.
A loop-free induced subgraph game is a convex cooperative game if and only if every edge weight is nonnegative. Necessity follows by applying the supermodular inequality to and . Since both singleton values and the empty value are zero,
Conversely, direct cancellation of common edge contributions gives, for any coalitions ,Every summand is nonnegative, proving that is a supermodular set function and hence convexity. Equivalently, a player's marginal contribution to is , which cannot decrease as grows. This establishes the convexity criterion for an induced subgraph game directly.[ref]
There is exactly one such nontrivial game for every : the unanimity game requiring every player. PutIt is a simple cooperative game, and permuting players preserves every coalition value. Thus it has the required symmetry of players in a cooperative game. It is also a convex cooperative game: if both are winning, all four terms in the supermodular inequality have value ; if exactly one is winning, their union is and their intersection loses, giving equality ; if neither wins, the right-hand side is zero and the inequality follows from nonnegativity. For the same definition gives the sole player value .
To prove uniqueness, first establish that convex simple games are unanimity games. If are winning coalitions, the supermodular inequality givesso their intersection is also winning. The family of winning coalitions is finite and nonempty. Its intersection is therefore winning and nonempty, since the empty coalition loses. Every winning coalition contains , and monotonicity makes every superset of winning. Hence .
If were a proper nonempty subset of , take and , and let . Then contains and wins, whereas loses. This violates symmetry of players in a cooperative game, which requires those two coalition values to agree. Thus , proving the claimed count. The “nontrivial” convention excludes the identically zero game; if that degenerate game were also called simple, it would supply one additional symmetric convex example.
Solutions to all three questions of the 11 June 2020 paper. Released Oxford examination archive, member
2019/T/a16608w1.pdf. The dated cover establishes 2020 despite the archive directory. All displayed state vectors are normalized unless described as unnormalized conditional vectors. We use column vectors, , and the left tensor factor as the first wire. In a product of gates, the rightmost gate acts first. A global phase is physically irrelevant, but all relative signs and phases below are retained.For the three given qutrit vectors, and . Taking the complex conjugate in the bra is essential. Their squared norms are , andThus they are an orthonormal set of three vectors in the three-dimensional inner product space . Such a set is linearly independent and spans the space, so it is an orthonormal basis.
For an orthonormal basis, choosing coefficients with magnitudes gives the required Born rule probabilities. More generally, realizes the same distribution for arbitrary phases. The following are convenient examples of pure-state realization of a basis measurement distribution.
Choose . Since , the probability amplitudes in the measurement basis are . Their squared moduli give by the Born rule.
Choose . Its inner products with the three measurement vectors are , so the Born rule gives certainty for the outcome labelled 2 and zero probability for the other two outcomes. This uses the measurement basis, rather than assuming that its label 2 means the initial state must be the computational vector .
ChooseOrthonormality makes this a unit vector. Its probability amplitudes in the given measurement basis are , so the required probabilities are .
Swap the first two computational vectors and fix the third:This permutation matrix has orthonormal columns; equivalently, and , proving unitarity. Its first column gives , as required. A unitary must also specify what happens to the rest of the basis, which is why a single outer product alone would not suffice.
The map sends to , to , and to . These output columns are mutually orthogonal, with squared norms . ConsequentlyandNecessity follows from preserving the norm of ; sufficiency follows because the three columns are then an orthonormal basis. Merely requiring would establish invertibility but not unitarity. This is the weighted permutation unitarity criterion.
Directly applying the Hadamard gate giveswhileHence the two states are interchanged up to the displayed global phases. Their relative factors and are retained. They are the two Pauli eigenstates of the Pauli Y gate, and the Hadamard interchange of Y eigenstates is consistent with .
Compute the parity into the second wire, phase that wire with the T gate, then uncompute with the same controlled-NOT gate. The answer isFor computational bits , the successive states are . The parity is one precisely on the two odd-parity inputs. Thus, in the ordered computational basis , the matrix is exactly , with no omitted overall phase. This is a two-qubit parity phase gate.
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