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ESP Biography



JOE ZIMMERMAN, Computer Science Ph.D. Student




Major: Computer Science

College: Not available.

Year of Graduation: G

Picture of Joe Zimmerman

Brief Biographical Sketch:

Not Available.



Past Classes

  (Look at the class archive for more.)


Undecidability in Splash! Spring 2012
There are some problems that no computer program can solve. Not just problems like "compose a great symphony" or “print the meaning of life" -- specific, well-defined, and surprisingly natural computational problems for which we can prove mathematically that no program can solve them. In this course, we will see some of these problems; along the way, we will also discover precisely what we mean by "program", and we will explore some wacky and probably counter-intuitive facts about infinity.


Undecidability in Splash! Fall 2011
There are some problems that no computer program can solve. Not just problems like “compose a great symphony” or “print the meaning of life” -- specific, well-defined, and surprisingly natural computational problems for which we can prove mathematically that no program can solve them. In this course, we will see some of these problems; along the way, we will also discover precisely what we mean by “program”, and we will explore some wacky and probably counter-intuitive facts about infinity.


Undecidability in Splash! Spring 2011
There are some problems that no computer program can solve. Not just problems like "compose a great symphony" or "print the meaning of life" -- specific, well-defined, and surprisingly natural computational problems for which we can prove mathematically that no program can solve them. In this course, we will see some of these problems; along the way, we will also discover precisely what we mean by "program", and we will explore some wacky and probably counter-intuitive facts about infinity.


Introduction to Game Theory in Splash! Spring 2011
You and a total stranger are being held prisoner, each in isolation, by the most fearsome kind of captor: the curious behavioral economist. He offers you a choice: betray your fellow prisoner, or keep silent. If both prisoners remain silent, he will release them after a month; if only one party betrays the other, the former goes free immediately and the latter is imprisoned for a year; and if both parties betray each other, they both remain captive for six months. What would you do? Starting with the classic example of the prisoner's dilemma, we will explore a variety of idealized games with surprisingly common real-world applications. Along the way, we will learn about expected utility, equilibria, cooperation, signaling, iterated games, common knowledge, and many other things. Students will get a chance to play games with each other during the seminar, and a plethora of 2x2 square diagrams will be drawn on the board.