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THE JOURNEY THROUGH TIME

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Events

Moments that changed communities, movements, institutions and the nation.

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MY'STORY

The MOVE Fire

This is a personal recollection on the Move fire on May 13, 1985 Philadelphia police fired thousands of rounds at the MOVE house, city officials approved dropping an explosive device on the roof, the resulting fire was allowed to burn, 11 people—including five children—died, and 61 homes were destroyed. Philadelphia City Council later called it a “brutal attack carried out by the City of Philadelphia on its own citizens” and acknowledged that no individual faced criminal consequences for the bombing. One timeline correction worth preserving for the BHP record: the major previous MOVE-police confrontation was August 8, 1978, about seven years before the bombing, not a year or two earlier. Officer James Ramp was killed, other police and firefighters were wounded, nine MOVE members were later convicted, and television cameras recorded police beating Delbert Africa during his arrest. The 1985 MOVE Commission later specifically criticized city planners for failing to adequately use lessons from that 1978 confrontation. And that actually strengthens the point you’re making: 1985 did not happen without precedent or institutional memory. There had already been a deadly confrontation with MOVE, years of conflict, negotiations and police involvement before Osage Avenue.

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BLACK FACTS
The Truths They Never Taught You...

Wilmington 1898 — An American Coup

Wilmington, North Carolina once had a thriving Black middle class and an elected interracial government. In 1898 white supremacists used violence to overthrow that government, kill Black residents and drive many others from the city.

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Wikipedia

Paranoid algorithm

In combinatorial game theory, the paranoid algorithm is a game tree search algorithm designed to analyze multi-player games using a two-player adversarial framework.[1] The algorithm assumes all opponents form a coalition to minimize the focal player’s payoff, transforming an n-player non-zero-sum game into a zero-sum game between the focal player and the coalition.

The paranoid algorithm significantly improves upon the maxn algorithm by enabling the use of alpha-beta pruning and other minimax-based optimization techniques that are less effective in standard multi-player game analysis.[2] By treating opponents as a unified adversary whose payoff is the opposite of the focal player’s payoff, the algorithm can apply branch and bound techniques and achieve substantial performance improvements over traditional multi-player algorithms.[3]

While the paranoid assumption may not accurately reflect the true strategic interactions in all multi-player scenarios—where players typically optimize their own payoffs—the algorithm has proven effective in practice for artificial intelligence applications in board games and other combinatorial multi-player games.[3] The algorithm is particularly valuable in computer game AI where computational efficiency is crucial and the simplified opponent model provides adequate performance for real-time applications.

See also

[edit]

References

[edit]
  1. ^ Sturtevant, Nathan; Korf, Richard (30 July 2000). "On Pruning Techniques for Multi-Player Games" (PDF). AAAI-00 Proceedings: 201–207.
  2. ^ Sturtevant and Korf, 2000
  3. ^ a b Sturtevant, Nathan (2003). "A Comparison of Algorithms for Multi-player Games". Lecture Notes in Computer Science. Vol. 2883. Berlin, Heidelberg: Springer Berlin Heidelberg. pp. 108–122. doi:10.1007/978-3-540-40031-8_8. ISBN 978-3-540-20545-6.


Source: Wikipedia. Article content is retrieved live through the MediaWiki API.

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Wikipedia

Paranoid algorithm

In combinatorial game theory, the paranoid algorithm is a game tree search algorithm designed to analyze multi-player games using a two-player adversarial framework. The algorithm assumes all opponents form a coalition to minimize the focal player’s payoff, transforming an n-player non-zero-sum game into a zero-sum game between the focal player and the coalition. The paranoid algorithm significantly improves upon the maxn algorithm by enabling the use of alpha-beta pruning and other minimax-based optimization techniques that are less effective in standard multi-player game analysis. By treating opponents as a unified adversary whose payoff is the opposite of the focal player’s payoff, the algorithm can apply branch and bound techniques and achieve substantial performance improvements over traditional multi-player algorithms. While the paranoid assumption may not accurately reflect the true strategic interactions in all multi-player scenarios—where players typically optimize their own payoffs—the algorithm has proven effective in practice for artificial intelligence applications in board games and other combinatorial multi-player games. The algorithm is particularly valuable in computer game AI where computational efficiency is crucial and the simplified opponent model provides adequate performance for real-time applications.

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Wikipedia

Stoer–Wagner algorithm

In graph theory, the Stoer–Wagner algorithm is a recursive algorithm to solve the minimum cut problem in undirected weighted graphs with non-negative weights. It was proposed by Mechthild Stoer and Frank Wagner in 1995. The essential idea of this algorithm is to shrink the graph by merging the most intensive vertices, until the graph only contains two combined vertex sets. At each phase, the algorithm finds the minimum s {\displaystyle s} - t {\displaystyle t} cut for two vertices s {\displaystyle s} and t {\displaystyle t} chosen at its will. Then the algorithm shrinks the edge between s {\displaystyle s} and t {\displaystyle t} to search for non s {\displaystyle s} - t {\displaystyle t} cuts. The minimum cut found in all phases will be the minimum weighted cut of the graph. A cut is a partition of the vertices of a graph into two non-empty, disjoint subsets. A minimum cut is a cut for which the size or weight of the cut is not larger than the size of any other cut. For an unweighted graph, the minimum cut would simply be the cut with the least edges. For a weighted graph, the sum of all edges' weight on the cut determines whether it is a minimum cut. In practice, the minimum cut problem is always discussed with the maximum flow problem, to explore the maximum capacity of a network, since the minimum cut is a bottleneck in a graph or network.

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Wikipedia

Minimax

Minimax (sometimes Minmax, MM or saddle point) is a decision rule used in artificial intelligence, decision theory, combinatorial game theory, statistics, and philosophy for minimizing the possible loss for a worst case (maximum loss) scenario. When dealing with gains, it is referred to as "maximin" – to maximize the minimum gain. Originally formulated for several-player zero-sum game theory, covering both the cases where players take alternate moves and those where they make simultaneous moves, it has also been extended to more complex games and to general decision-making in the presence of uncertainty.

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Wikipedia

N-player game

In game theory, an n-player game is a game which is well defined for any number of players. This is usually used in contrast to standard 2-player games that are only specified for two players. In defining n-player games, game theorists usually provide a definition that allow for any (finite) number of players. The limiting case of n → ∞ {\displaystyle n\to \infty } is the subject of mean field game theory. Changing games from 2-player games to n-player games entails some concerns. For instance, the Prisoner's dilemma is a 2-player game. One might define an n-player Prisoner's Dilemma where a single defection results everyone else getting the sucker's payoff. Alternatively, it might take certain amount of defection before the cooperators receive the sucker's payoff. (One example of an n-player Prisoner's Dilemma is the Diner's dilemma.)

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TOPIC OF THE DAY

Greenwood / Black Wall Street

Before the 1921 destruction of Tulsa’s Greenwood District, Black residents had created a remarkable center of business and community life. The district included stores, professional offices, entertainment venues and homes owned by Black citizens. Understanding Greenwood means learning what was built—not only what was burned.

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TRIVIA QUESTION OF THE DAY

Which Black woman became the first elected to the United States Congress?

Shirley Chisholm, elected in 1968.