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- Marcin Peczarski
- ESA
- 2002

- Gerold Jäger, Marcin Peczarski
- Inf. Process. Lett.
- 2009

- Marcin Peczarski
- Inf. Process. Lett.
- 2006

- Gerold Jäger, Marcin Peczarski
- Inf. Process. Lett.
- 2011

Mastermind is a famous two-player game, where the codemaker has to choose a secret code and the codebreaker has to guess it in as few questions as possible using information he receives from the codemaker after each guess. In Generalized Black-peg Mastermind for given arbitrary numbers p, c, the secret code consists of p pegs each having one of c colors,… (More)

- Marcin Peczarski
- Algorithmica
- 2004

We prove that sorting 13, 14 and 22 elements requires 34, 38 and 71 comparisons, respectively. This solves a long-standing problem posed by Knuth in his famous book The Art of Computer Programming, Volume 3, Sorting and Searching. The results are due to an efficient implementation of an algorithm for counting linear extensions of a given partial order. We… (More)

- Marcin Peczarski
- Inf. Process. Lett.
- 2007

- Mateusz Grabowski, Michal Marschall, +7 authors Konrad Iwanicki
- 2015 24th International Conference on Computer…
- 2015

Quantified crowd, a vision in which on-body sensors of nearby people collaborate to detect various phenomena within a crowd and produce feedback, is an emerging research area. One of the issues that impedes progress in this new area is a lack of a broadly applicable experimental platform, such as the platforms that enabled research on wireless sensor… (More)

- Gerold Jäger, Marcin Peczarski
- Discrete Applied Mathematics
- 2015

The AB game is a two-player game, where the codemaker has to choose a secret code and the codebreaker has to guess it in as few questions as possible. It is a variant of the famous Mastermind game, with the only difference that all pegs in both, the secret and the questions must have distinct colors. In this work, we consider the Generalized AB game, where… (More)

- Marcin Peczarski
- Order
- 2008

- Marcin Peczarski
- Order
- 2006