lanchester
How a Hollywood tour guide discovered an unknown celebrity grave
Ever since her death in 1986, it was taken as common knowledge that Elsa Lanchester - who became a horror movie icon by playing the title character in the Bride of Frankenstein - had been cremated and her ashes sprinkled in the ocean. But then Scott Michaels, the founder of Dearly Departed Tours, discovered that her cremated remains were interred in a rose garden under her married name, Elsa Lanchester Laughton. For almost 40 years no one had made the connection - until now, he says. Mr Michaels, 63, is a historian who specialises in the dark side of Hollywood. A go-to for programmes about dead Hollywood celebrities and murder, he has consulted for Quentin Tarantino's Manson murder film Once Upon a Time in Hollywood.
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Optimizing fire allocation in a NCW-type model
Nguyen, Nam Hong, Vu, My Anh, Van Bui, Dinh, Ta, Anh Ngoc, Hy, Manh Duc
In this paper, we introduce a non-linear Lanchester model of NCW-type and investigate an optimization problem for this model, where only the Red force is supplied by several supply agents. Optimal fire allocation of the Blue force is sought in the form of a piece-wise constant function of time. A threatening rate is computed for the Red force and each of its supply agents at the beginning of each stage of the combat. These rates can be used to derive the optimal decision for the Blue force to focus its firepower to the Red force itself or one of its supply agents. This optimal fire allocation is derived and proved by considering an optimization problem of number of Blue force troops. Numerical experiments are included to demonstrate the theoretical results.
Using Lanchester Attrition Laws for Combat Prediction in StarCraft
Stanescu, Marius Adrian (University of Alberta) | Barriga, Nicolas (University of Alberta) | Buro, Michael (University of Alberta)
Smart decision making at the tactical level is important for Artificial Intelligence (AI) agents to perform well in the domain of real-time strategy (RTS) games. Winning battles is crucial in RTS games, and while humans can decide when and how to attack based on their experience, it is challenging for AI agents to estimate combat outcomes accurately. A few existing models address this problem in the game of StarCraft but present many restrictions, such as not modeling injured units, supporting only a small number of unit types, or being able to predict the winner of a fight but not the remaining army. Prediction using simulations is a popular method, but generally slow and requires extensive coding to model the game engine accurately. This paper introduces a model based on Lanchester's attrition laws which addresses the mentioned limitations while being faster than running simulations. Unit strength values are learned using maximum likelihood estimation from past recorded battles. We present experiments that use a StarCraft simulator for generating battles for both training and testing, and show that the model is capable of making accurate predictions. Furthermore, we implemented our method in a StarCraft bot that uses either this or traditional simulations to decide when to attack or to retreat. We present tournament results (against top bots from 2014 AIIDE competition) comparing the performances of the two versions, and show increased winning percentages for our method.
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