Related papers: The Candy-Passing Game for c\geq3n-2
Cooperative Parrondo's games on a regular two dimensional lattice are analyzed based on the computer simulations and on the discrete-time Markov chain model with exact transition probabilities. The paradox appears in the vicinity of the…
The concept of intransitiveness for games, which is the condition for which there is no first-player winning strategy can arise surprisingly, as happens in the Penney game, an extension of the heads or tails. Since a game can be converted…
There is a common belief that humans and many animals follow transitive inference (choosing A over C on the basis of knowing that A is better than B and B is better than C). Transitivity seems to be the essence of rational choice. We…
In this work, we examine a generic class of simple distributed balls-into-bins algorithms. Exploiting the strong concentration bounds that apply to balls-into-bins games, we provide an iterative method to compute accurate estimates of the…
Without further ado, we present the P_3-game. The P_3-game is decidable for elementary classes of graphs such as paths and cycles. From an algorithmic point of view, the connected P_3-game is fascinating. We show that the connected P_3-game…
Generalizing a result of Kiss, we provide a game that characterizes Baire class 1 functions between arbitrary separable metrizable spaces. We show that the determinacy of our game is equivalent to a generalization of Baire's grand theorem,…
Simple board games, like Tic-Tac-Toe and CONNECT-4, play an important role not only in the development of mathematical and logical skills, but also in the emotional and social development. In this paper, we address the problem of generating…
We study a two-person game played on graphs based on the widely studied chip-firing game. Players Max and Min alternately place chips on the vertices of a graph. When a vertex accumulates as many chips as its degree, it fires, sending one…
We study the game of Dots-and-Boxes from a statistical point of view. The early game can be treated as a case of Random Sequential Adsorption, with a jamming transition that marks the beginning of the end-game. We derive set of differential…
The aim of the paper is to examine the notion of simple Kantian equilibrium in $2 \times 2$ symmetric games and their quantum counterparts. We focus on finding the Kantian equilibrium strategies in the general form of the games. As a…
This paper studies the relation between equilibria in single-period, discrete-time and continuous-time mean field game models. First, for single-period mean field games, we establish the existence of equilibria and then prove the…
This work is a contribution to the study of rewrite games. Positions are finite words, and the possible moves are defined by a finite number of local rewriting rules. We introduce and investigate taking-and-merging games, that is, where…
A theory is universal contextual if its prediction cannot be reproduced by an ontological model satisfying both preparation and measurement noncontextuality assumptions. In this report, we first generalize the logical proofs of quantum…
We consider the sequential allocation of $m$ balls (jobs) into $n$ bins (servers) by allowing each ball to choose from some bins sampled uniformly at random. The goal is to maintain a small gap between the maximum load and the average load.…
The Mermin-Peres magic square game is a cooperative two-player nonlocal game in which shared quantum entanglement allows the players to win with certainty, while players limited to classical operations cannot do so, a phenomenon dubbed…
We verify a conjecture of Nowakowski and Ottaway that closed $1 \times n$ Dots-and-Triangles is a first-player win when $n \neq 2$. We also prove that in both the open and closed $1 \times n$ Dots-and-Boxes games where $n$ is even, the…
Reachability games are two-player games played on a graph, where the objective of $\texttt{REACH}$ player is to reach the target set whereas the objective of $\texttt{SAFE}$ player is to stay away from the target set. Reachability games…
The game of tic-tac-toe is well known. In particular, in its classic version it is famous for being unwinnable by either player. While classically it is played on a grid, it is natural to consider the effect of playing the game on richer…
We propose a funny representation of SAT. While the primary interest is to present propositional satisfiability in a playful way for pedagogical purposes, it could also inspire new search heuristics.
Parrondo's paradox indicates a paradoxical situation in which a winning expectation may occur in sequences of losing games. There are many versions of the original Parrondo's games in the literature, but the games are played by two players…