ESP Biography
JOE ZIMMERMAN, Computer Science Ph.D. Student
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Major: Computer Science College: Not available. Year of Graduation: G |
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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.
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