League optimizers 2019th
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Forum :: Optimizers
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League optimizers 2019th
General rules
- The competition is open for everyone who is interested
- The tasks will be announced at the beginning of the month, and time period for solving them is ~15 days
- To make the solving of the optimization easier, tasks are prepared as excel files, with formulas for automatic score calculation. Completed tasks should be copied and sent to the editor by an email
- Completed tasks can be sent more than once until the specified deadline elapses and competitors who send completed tasks can see all the results arrived to that point
- Scoring of each task is specifically defined by the rules, and general rankings will be calculated in percentages comparing to the best solution (or solutions) which worth 100 points
- 10 most successful competitors of the round get bonus points from 10 to 1. In case of the same results, the time of sending them is decisive
- 8 best scores during the year are used for calculating general rankings of The Optimizers’ League, which means that the maximum possible number of points is 880.
Re: League optimizers 2019th
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January optimization - Knight Jump
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04.01.2019. - 20.01.2019. (20:00 cet)
Re: League optimizers 2019th
OBJECTIVE: Put number 1 in any cell of grid 2. Move to next cell as chess knight and put number 2. Continue with 3, 4, 5, 6, 7 ... as long as possible. Numbers must be consecutive and in ascending order. Each cell can be used only once.
CALCULATION: For each cell, take the last number digit (if it is 0 use 10) and divide it with a number at the corresponding place in the grid 1. The result is rounded at the first decimal and shown in the grid 3. The final result is the sum of all values from the grid 3. Maximize the final result.
CALCULATION: For each cell, take the last number digit (if it is 0 use 10) and divide it with a number at the corresponding place in the grid 1. The result is rounded at the first decimal and shown in the grid 3. The final result is the sum of all values from the grid 3. Maximize the final result.
Re: League optimizers 2019th
ZADATAK: Izaberite bilo koje polje 2. mreže i upišite broj 1. Sada izaberite jedno polje koje odgovara kretanju konja u šahu i upišite broj 2, a zatim, po istom principu, upišite brojeve 3, 4, 5, 6, 7... itd. dok postoji mogućnost. Brojevi se moraju upisati redom, po veličini, a svako polje se može upotrebiti samo jednom.
OBRAČUN: Poslednja cifra svakog upisanog broja (kod ""okruglih"" brojeva - broj 10) deli se brojem na odgovarajućem mestu u 1. mreži, i zaokružuje se na jednu decimalu. Sve vrednosti iz 3. mreže se sabiraju. Maksimizujte svoj rezultat.
OBRAČUN: Poslednja cifra svakog upisanog broja (kod ""okruglih"" brojeva - broj 10) deli se brojem na odgovarajućem mestu u 1. mreži, i zaokružuje se na jednu decimalu. Sve vrednosti iz 3. mreže se sabiraju. Maksimizujte svoj rezultat.
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