### Table 2. Game2 { Number of Trials Per Learned Policies under Deterministic Setup.

"... In PAGE 10: ... Algorithms were executed for 3 107 rounds. Table2 classi es the number of trials (of 100 in total) according to the... ..."

### Table 6 State-space complexities and game-tree complexities of various games Id. Game State-space compl. Game-tree compl. Reference

"... In PAGE 23: ...1. State-space complexity versus game-tree complexity For all games discussed previously Table6 lists the state-space complexities and the game-tree complexities.... In PAGE 23: ... Finally, a similar estimate for Pentominoes based on an average game length of 10 and an average branching factor of 75 [85] yields a game-tree complexity of O(1018) and a state-space complexity of O(1012). An impression of the game space filled with the games listed in Table6 is given in Fig.... ..."

### TABLE III COMPARISON OF TOTAL NUMBER OF CHANNELS REQUIRED FOR DETERMINISTIC, PROBABILISTIC AND DISTRIBUTED (SHORTEST DISJOINT PATHS) APPROACHES. PERCENTAGES ARE RELATIVE TO DETERMINISTIC APPROACH.

in Distributed Computation of Shared Backup Path in Mesh Optical Networks using Probabilistic Methods

2004

Cited by 2

### Table 4: The algorithm for graphical iteration.

"... In PAGE 12: ... Iteration can be presented as a simple algorithmic process of drawing horizontal and vertical segments, rst to the graph of the function under study and then to the diagonal line y = x, which re ects it back to the graph again. This is represented in form of an algorithm given in Table4 .... In PAGE 28: ... The two{step geometric iteration process is vertical (evaluate) and horizontal (feedback). This process is summarized in Table4 . Have three students come up to the black- board and direct them to carry out the three steps of the algorithm.... In PAGE 36: ... By repeating this process, a continuous path of alternating horizontal and vertical segments is generated. This process is summarized in Table4 and can be illustrated in class. Since this process is fundamental to the geometrical approach, encourage students to ask questions if any step of the process is unclear.... ..."

### Table 8: Iterated Backward Inference in a matrix game tree for the Centipede game(seeFigure 3)

2003

"... In PAGE 20: ... This result agrees with standard backward induction; in Section 8 I establish that Iterated Backward Inference agrees with backward induction in all perfect information games with a unique subgame-perfect equilibrium, of which the Centipede game is an example. Table8 shows that Iterated Backward Inference eliminates just one strategy in the matrix tree (normal form) of the Centipede game, namely ll which is weakly dominated by lt.Afterll is dominated, there is no strict dominance, and the procedure terminates.... ..."

### Table 6: Performance of BFind in the presence of two similar bottlenecks. The table shows the hops identified by BFind as being the bottleneck in each of the six configurations in Figure 8(b), and the time taken to reach the conclusion. Capacity of bottleneck link

2003

"... In PAGE 14: ... When the capacity of the bottleneck link is low, BFind probes somewhat more aggressively than TCP; however, when the capacity is higher, BFind does not probe as aggressively. In Table6 , we show the results for the performance of BFind in the presence of two, very similar, bottlenecks along a path (the topology in Figure 8(b)). The results show that BFind identifies one of the two links as being a bottleneck.... ..."

Cited by 61

### Table 6: Performance of BFind in the presence of two similar bottlenecks. The table shows the hops identified by BFind as being the bottleneck in each of the six configurations in Figure 8(b), and the time taken to reach the conclusion. Capacity of bottleneck link

2003

"... In PAGE 14: ... When the capacity of the bottleneck link is low, BFind probes somewhat more aggressively than TCP; however, when the capacity is higher, BFind does not probe as aggressively. In Table6 , we show the results for the performance of BFind in the presence of two, very similar, bottlenecks along a path (the topology in Figure 8(b)). The results show that BFind identifies one of the two links as being a bottleneck.... ..."

Cited by 61

### Table 6: Performance of BFind in the presence of two similar bottlenecks. The table shows the hops identified by BFind as being the bottleneck in each of the six configurations in Figure 8(b), and the time taken to reach the conclusion. Capacity of bottleneck link

2003

"... In PAGE 14: ... When the capacity of the bottleneck link is low, BFind probes somewhat more aggressively than TCP; however, when the capacity is higher, BFind does not probe as aggressively. In Table6 , we show the results for the performance of BFind in the presence of two, very similar, bottlenecks along a path (the topology in Figure 8(b)). The results show that BFind identifies one of the two links as being a bottleneck.... ..."

Cited by 61

### Table 3: Size of Trees: Average Path Length

1997

"... In PAGE 43: ...f the tree to a leaf. For instance, the average path length of the tree of Figure 15 is 1.67 since there are two paths of length 2 and one of length 1. In Table3 you will nd the results of our measurements, where the size of the generated trees is measured in average... ..."

Cited by 3

### Table 4: Steiner vs Shortest Paths Trees

2003

"... In PAGE 113: ... The parameters were the same as used in the romrOn case described above. The results, given in Table4 , showed that the successful delivery of packets to the receivers was very similar in both of the two cases, but other statistics gathered indicate the superiority of the use of the Steiner trees. The average amount of time a tree set remained active before a new tree set was distributed was 8% shorter in the shortest paths trees than in the Steiner tree version.... ..."

Cited by 3