Related papers: Knights, spies, games and ballot sequences
Escalation is the fact that in a game (for instance in an auction), the agents play forever. The $0,1$-game is an extremely simple infinite game with intelligent agents in which escalation arises. It shows at the light of research on…
In simple card games, cards are dealt one at a time and the player guesses each card sequentially. We study problems where feedback (e.g. correct/incorrect) is given after each guess. For decks with repeated values (as in blackjack where…
We generalise the popular cops and robbers game to multi-layer graphs, where each cop and the robber are restricted to a single layer (or set of edges). We show that initial intuition about the best way to allocate cops to layers is not…
We discuss games involving a counterfeit coin. Given one counterfeit coin among a number of otherwise identical coins, two players with full knowledge of the fake coin take turns weighing coins on a two-pan scale, under the condition that…
A well-known chessboard problem is that of placing eight queens on the chessboard so that no two queens are able to attack each other. (Recall that a queen can attack anything on the same row, column, or diagonal as itself.) This problem is…
The Prisoner's Dilemma has been a subject of extensive research due to its importance in understanding the ever-present tension between individual self-interest and social benefit. A strictly dominant strategy in a Prisoner's Dilemma…
Large parts of professional human communication proceed in a request-reply fashion, whereby requests contain specifics of the information desired while replies can deliver the required information. However, time limitations often force…
In this paper, we address the problem of creating believable agents (virtual characters) in video games. We consider only one meaning of believability, ``giving the feeling of being controlled by a player'', and outline the problem of its…
In order to be useful in the real world, AI agents need to plan and act in the presence of others, who may include adversarial and cooperative entities. In this paper, we consider the problem where an autonomous agent needs to act in a…
Recent work has constructed economic mechanisms that are both truthful and differentially private. In these mechanisms, privacy is treated separately from the truthfulness; it is not incorporated in players' utility functions (and doing so…
We study a game on a graph $G$ played by $r$ {\it revolutionaries} and $s$ {\it spies}. Initially, revolutionaries and then spies occupy vertices. In each subsequent round, each revolutionary may move to a neighboring vertex or not move,…
We consider a variant of the stochastic multi-armed bandit problem, where multiple players simultaneously choose from the same set of arms and may collide, receiving no reward. This setting has been motivated by problems arising in…
We present an extended version of the Iterated Prisoner's Dilemma game in which agents with limited memory receive recommendations about the unknown opponent to decide whether to play with. Since agents can receive more than one…
This paper studies how experts with veto power -- gatekeeping experts -- influence agents through communication. Their expertise informs agents' decisions, while veto power provides discipline. Gatekeepers face a dilemma: transparent…
We study a variation of the minority game. There are N agents. Each has to choose between one of two alternatives everyday, and there is reward to each member of the smaller group. The agents cannot communicate with each other, but try to…
The Monty Hall puzzle has been solved and dissected in many ways, but always using probabilistic arguments, so it is considered a probability puzzle. In this paper the puzzle is set up as an orthodox statistical problem involving an unknown…
In the cybersecurity setting, defenders are often at the mercy of their detection technologies and subject to the information and experiences that individual analysts have. In order to give defenders an advantage, it is important to…
A network of agents attempt to learn some unknown state of the world drawn by nature from a finite set. Agents observe private signals conditioned on the true state, and form beliefs about the unknown state accordingly. Each agent may face…
We investigate a quantitative variant of the classic Two Doors logic puzzle, in which the answer space is no longer binary, for example when the goal is to recover a numerical fact (such as one's true weight) rather than choose between two…
An important feature of a dynamic game is its monitoring structure namely, what the players effectively see from the played actions. We consider games with arbitrary monitoring structures. One of the purposes of this paper is to know to…