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Dilemme du prisonnier

Dilemme du prisonnier

http://fr.wikipedia.org/wiki/Dilemme_du_prisonnier

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88 (number) Eighty-Eight is a refactorable number, a primitive semiperfect number and an untouchable number. It is also an hexadecagonal number. Since it is possible to find sequences of 88 consecutive integers such that each inner member shares a factor with either the first or the last member, 88 is an Erdős–Woods number. In base 10, it is a palindromic number and a repdigit. Cameron's Triad page Akron is a new connection game played with marbles on a square grid. Two players, Black and White, strive to connect their edges of the board with pieces of their colour. Each turn a piece can be played at any empty board point, or a piece already on the board can be moved to any connected empty point. Most games in the connection family, such as the classics Hex and Y, tend to be hexagonal in nature to avoid problems with deadlocks in the plane. Akron solves this problem by letting players stack pieces over enemy blocks.

Trifunctional hypothesis This part of a 12th-century Swedish tapestry has been interpreted to show, from left to right, the one-eyed Odin, the hammer-wielding Thor and Freyr holding up wheat. Terje Leiren believes this grouping corresponds closely to the trifunctional division. The trifunctional hypothesis of prehistoric Proto-Indo-European society postulates a tripartite ideology ("idéologie tripartite") reflected in the existence of three classes or castes—priests, warriors, and commoners (farmers or tradesmen)—corresponding to the three functions of the sacral, the martial and the economic, respectively. This thesis is especially associated with the French mythographer Georges Dumézil[1] who proposed it in 1929 in the book Flamen-Brahman,[2] and later in Mitra-Varuna.[3] Three-way division[edit] According to Dumézil, Proto-Indo-European society comprised three main groups corresponding to three distinct functions:

Checker shadow illusion The checker shadow illusion is an optical illusion published by Edward H. Adelson, Professor of Vision Science at MIT in 1995.[1] The image depicts a checkerboard with light and dark squares. The optical illusion is that the area of the image labeled A appears to be a darker color than the area of the image labeled B. However, they are actually exactly the same color. This can be proven using the following methods:[2] Real-time web The real-time web is a set of technologies and practices that enable users to receive information as soon as it is published by its authors, rather than requiring that they or their software check a source periodically for updates. Difference from real-time computing[edit] The real-time web is fundamentally different from real-time computing since there is no knowing when, or if, a response will be received. The information types transmitted this way are often short messages, status updates, news alerts, or links to longer documents. The content is often "soft" in that it is based on the social web—people's opinions, attitudes, thoughts, and interests—as opposed to hard news or facts.

How to Survive a Lightning Strike: An Illustrated Guide The best way to survive a lightning strike is to avoid being outdoors in the first place. Use the 30/30 Rule: If, after seeing lightning, you can’t count to 30 before hearing thunder, get inside a building or car. Don’t go outside until 30 minutes after the last clap of thunder. So Long Sucker Hausner, M., Nash, J. F., Shapley, L. S. and Shubik, M., (1964), "'So Long Sucker,' A Four-Person Game". In M. Shubik (ed.) Game Theory and Related Approaches to Social Behavior, John Wiley & Sons, Inc., New York. ASSESSMENT OF SOCIETAL SECURITY IN RECENT PAST AND TODAY POLICING IN CENTRAL AND EASTERN EUROPE: Comparing Firsthand Knowledge with Experience from the West, © 1996 College of Police and Security Studies, Slovenia Miran Mitar At first the article sketches some "domestic" approaches (before the short war for the independence of Slovenia in 1991) to assessment of societal security from the viewpoint of internal security. Then some theoretical dilemmas of conceptual approaches from the view of different theoretical traditions (paradigms), especially from the viewpoint of the latest development of systems theory, are discussed . Bailey's social entropy theory (in simplicated version) as a starting point for assessment of (societal) security was presented, and at last but not at least, the attention is paid to some problems with the use of systems approach.

Design thinking Design thinking stands for design-specific cognitive activities that designers apply during the process of designing.[1] Overview[edit] Design thinking has come to be defined as combining empathy for the context of a problem, creativity in the generation of insights and solutions, and rationality in analyzing and fitting various solutions to the problem context.[2] According to Tim Brown, CEO and president of IDEO, the goal of Design Thinking is "matching people’s needs with what is technologically feasible and viable as a business strategy" [3] The premise of teaching Design Thinking is that by knowing about how designers approach problems and the methods which they use to ideate, select and execute solutions, individuals and businesses will be better able to improve their own problem solving processes and take innovation to a higher level. Origins of the term[edit]

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