
Overview
Helmut Alt and R¨udiger Reischuk
Freie Universit¨at Berlin, Berlin, Germany
Universit¨at zu L¨ubeck, L¨ubeck, Germany
Strategic thinking and planning are commonly regarded as typically human
capabilities. Ever since computer programs demonstrated that they can beat
chess grand masters, however, one can see that some of these skills can be
successfully managed by machines. On the other hand, some games can be
won with very simple strategies, one must have the right knowledge. In a
chapter in this part of the book we see this demonstrated impressively by the
match game Nim.
In many games, it is important that we don’t allow the enemy to antic-
ipate our moves. A simple strategy – referred to in computer science jargon
as deterministic – can, however, be predicted. This can be avoided if you in-
clude random decisions – without this many games such as rock–paper–scissors
would be quite boring. Many algorithms can be improved or be speeded up
in this way – these are called probabilistic or randomized algorithms. Now we
need to ask ourselves how a computer could toss a coin, given that we would
expect only full precision? The chapter here on random numbers provides an
answer.
A strategic and algorithmic approach makes sense even with everyday
problems, and not just during games. For example, if we wish to disseminate a
message to a broad group of people through phone calls or to many computers
via an electronic network, then we need a good plan in order to achieve this
objective quickly and reliably. We see this in the chapter on broadcasting. In
a further chapter we see a clever approach to determining the winner of an
election.
Some tasks require careful long-term planning. An example is the game
schedule for the Bundesliga, the German soccer league, which requires us to
consider various constraints.
Two chapters in this section deal with simulations, i.e., simulating natural
processes using computers. First we consider a problem from physics. We see
how to calculate the heat distribution in a metal rod or plate using so-called
Gauss–Seidel iteration. In the other chapter we consider a theme from biol-
ogy. We see how one can determine how closely two organisms are related to
B. V¨ocking et al. (eds.), Algorithms Unplugged,
DOI 10.1007/978-3-642-15328-0,
c
Springer-Verlag Berlin Heidelberg 2011