Related papers: Nonrepetitive games
Zeckendorf proved that every natural number $n$ can be expressed uniquely as a sum of non-consecutive Fibonacci numbers, called its Zeckendorf decomposition. Baird-Smith, Epstein, Flint, and Miller created the Zeckendorf game, a two-player…
A novel fast recursive coding technique is proposed. It operates with only integer values not longer 8 bits and is multiplication free. Recursion the algorithm is based on indirectly provides rather effective coding of symbols for very…
Iterated hash functions process strings recursively, one character at a time. At each iteration, they compute a new hash value from the preceding hash value and the next character. We prove that iterated hashing can be pairwise independent,…
In many combinatorial games, one can prove that the first player wins under best play using a simple but non-constructive argument called strategy-stealing. This work is about the complexity behind these proofs: how hard is it to actually…
We introduce quantitative reductions, a novel technique for structuring the space of quantitative games and solving them that does not rely on a reduction to qualitative games. We show that such reductions exhibit the same desirable…
Our paper studies the setting of players using no-regret algorithms in various two-player games. We address whether having stronger regret guarantees or playing against an opponent with weaker regret guarantees yields higher utilities for…
Repetitiveness measures reveal profound characteristics of datasets, and give rise to compressed data structures and algorithms working in compressed space. Alas, the computation of some of these measures is NP-hard, and straight-forward…
On a filtered probability space $(\Omega ,\mathcal{F}, (\mathcal{F}_t)_{t\in[0,\infty]}, \mathbb{P})$, we consider the two-player non-zero-sum stopping game $u^i := \mathbb{E}[U^i(\rho,\tau)],\ i=1,2$, where the first player choose a…
A device-independent randomness expansion protocol aims to take an initial random string and generate a longer one, where the security of the protocol does not rely on knowing the inner workings of the devices used to run it. In order to do…
Traditionally social sciences are interested in structuring people in multiple groups based on their individual preferences. This pa- per suggests an approach to this problem in the framework of a non- cooperative game theory. Definition of…
We consider a repeated sequential game between a learner, who plays first, and an opponent who responds to the chosen action. We seek to design strategies for the learner to successfully interact with the opponent. While most previous…
In a monogamy-of-entanglement (MoE) game, two players who do not communicate try to simultaneously guess a referee's measurement outcome on a shared quantum state they prepared. We study the prototypical example of a game where the referee…
The classical Maker-Breaker positional game is played on a board which is a hypergraph $\mathcal{H}$, with two players, Maker and Breaker, alternately claiming vertices of $\mathcal{H}$ until all the vertices are claimed. When the game…
A suffixient set is a novel combinatorial object that captures the essential information of repetitive strings in a way that, provided with a random access mechanism, supports various forms of pattern matching. In this paper, we study the…
Positional games are a well-studied class of combinatorial game. In their usual form, two players take turns to play moves in a set (`the board'), and certain subsets are designated as `winning': the first person to occupy such a set wins…
The "War of Attrition" is a classical game theoretic model that was first introduced to mathematically describe certain non-violent animal behavior. The original setup considers two participating players in a one-shot game competing for a…
Labeled infinite trees provide combinatorial interpretations for many integer sequences generated by nested recurrence relations. Typically, such sequences are monotone increasing. Several of these sequences also have straightforward…
We introduce a game-theoretic framework to study the hypothesis testing problem, in the presence of an adversary aiming at preventing a correct decision. Specifically, the paper considers a scenario in which an analyst has to decide whether…
In this article, we look at a hat-guessing game, in which each player must guess the color of their own hat while only seeing the hats of the other players. We focus on the case of two hat colors and a countably infinite number of players.…
In repeated games, strategies are often evaluated by their ability to guarantee the performance of the single best action that is selected in hindsight, a property referred to as \emph{Hannan consistency}, or \emph{no-regret}. However, the…