Related papers: Nonrepetitive games
We study some problems pertaining to the tournament equilibrium set (TEQ for short). A tournament $H$ is a TEQ-retentive tournament if there is a tournament $T$ which has a minimal TEQ-retentive set $R$ such that $T[R]$ is isomorphic to…
We introduce two-player games which build words over infinite alphabets, and we study the problem of checking the existence of winning strategies. These games are played by two players, who take turns in choosing valuations for variables…
In the field of computational game theory, games are often compared in terms of their size. This can be measured in several ways, including the number of unique game states, the number of decision points, and the total number of legal…
In a polyomino set (1,2)-achievement game the maker and the breaker alternately mark one and two previously unmarked cells respectively. The maker's goal is to mark a set of cells congruent to one of a given set of polyominoes. The breaker…
The behavior of games repeated in parallel, when played with quantumly entangled players, has received much attention in recent years. Quantum analogues of Raz's classical parallel repetition theorem have been proved for many special…
To get estimators that work within a certain error bound with high probability, a common strategy is to design one that works with constant probability, and then boost the probability using independent repetitions. Important examples of…
Let us call a sequence of numbers heapable if they can be sequentially inserted to form a binary tree with the heap property, where each insertion subsequent to the first occurs at a leaf of the tree, i.e. below a previously placed number.…
A valuation for a player in a game in extensive form is an assignment of numeric values to the players moves. The valuation reflects the desirability moves. We assume a myopic player, who chooses a move with the highest valuation.…
We consider a game with two players, consisting of a number of rounds, where the first player to win $n$ rounds becomes the overall winner. Who wins each individual round is governed by a certain urn having two types of balls (type 1 and…
We consider a model of selective prediction, where the prediction algorithm is given a data sequence in an online fashion and asked to predict a pre-specified statistic of the upcoming data points. The algorithm is allowed to choose when to…
We prove that every two-player nonzero-sum stopping game in discrete time admits an \epsilon-equilibrium in randomized strategies for every \epsilon >0. We use a stochastic variation of Ramsey's theorem, which enables us to reduce the…
Coordination games with explicit spatial or relational structure are of interest to economists, ecologists, sociologists, and others studying emergent global properties in collective behavior. When assemblies of individuals seek to…
Decision making in modern large-scale and complex systems such as communication networks, smart electricity grids, and cyber-physical systems motivate novel game-theoretic approaches. This paper investigates big strategic (non-cooperative)…
Poker is a family of card games that includes many variations. We hypothesize that most poker games can be solved as a pattern matching problem, and propose creating a strong poker playing system based on a unified poker representation. Our…
This paper studies a system security problem in the context of observability based on a two-person noncooperative infinitely repeated game. Both the attacker and the defender have means to modify the dimension of the unobservable subspace,…
Let $T$ be a tournament with nondecreasing score sequence $R$ and $A$ be its tournament matrix. An upset of $T$ corresponds to an entry above the main diagonal of $A$. Given a feasible score sequence $R$, Fulkerson~(1965) gave a simple…
This paper presents a model of network formation in repeated games where the players adapt their strategies and network ties simultaneously using a simple reinforcement-learning scheme. It is demonstrated that the coevolutionary dynamics of…
The semi-random graph process is a single-player game that begins with an empty graph on $n$ vertices. In each round, a vertex $u$ is presented to the player independently and uniformly at random. The player then adaptively selects a vertex…
We study adaptive learning in a typical p-player game. The payoffs of the games are randomly generated and then held fixed. The strategies of the players evolve through time as the players learn. The trajectories in the strategy space…
We introduce and analyze the ordered Zeckendorf game, a novel combinatorial two-player game inspired by Zeckendorf's Theorem, which guarantees a unique decomposition of every positive integer as a sum of non-consecutive Fibonacci numbers.…