Related papers: Impartial games emulating one-dimensional cellular…
We consider two-player random extensive form games where the payoffs at the leaves are independently drawn uniformly at random from a given feasible set C. We study the asymptotic distribution of the subgame perfect equilibrium outcome for…
In a single-state repeated game, zero-determinant strategies can unilaterally force functions of the payoffs to take values in particular closed intervals. When the explicit use of a determinant is absent from the analysis, they are instead…
The problem of two companies of agents with one-step memory playing game is investigated in the context of the Iterated Prisoner's Dilemma under the partial imitation rule, where a player can imitate only those moves that he has observed in…
In general, finite concurrent two-player reachability games are only determined in a weak sense: the supremum probability to win can be approached via stochastic strategies, but cannot be realized. We introduce a class of concurrent games…
We propose a formal proof of the undecidability of the model checking problem for alternating- time temporal logic under imperfect information and perfect recall semantics. This problem was announced to be undecidable according to a…
We study cellular automata where the state at each site is decided by a majority vote of the sites in its neighborhood. These are equivalent, for a restricted set of initial conditions, to non-zero probability transitions in single…
A necessary and sufficient condition for a one-dimensional q-state n-input cellular automaton rule to be number-conserving is established. Two different forms of simpler and more visual representations of these rules are given, and their…
Weighted timed games are played by two players on a timed automaton equipped with weights: one player wants to minimise the accumulated weight while reaching a target, while the other has an opposite objective. Used in a reactive synthesis…
We give a simple Sch\"onhage Storage Modification Machine that simulates one iteration of the Rule 110 cellular automaton. This provides an alternative construction to Sch\"onhage's original proof of the Turing completeness of the eponymous…
We consider infinite-state Attacker-Defender games with reachability objectives. The results of the paper are twofold. Firstly we prove a new language-theoretic result for weighted automata on infinite words and show its encoding into the…
We present a systematic investigation of the quantum games, constructed using a novel repeated game protocol, when played repeatedly ad infinitum. We focus on establishing that such repeated games -- by virtue of inherent quantum-mechanical…
A two-state, three-dimensional, deterministic, reversible cellular automaton is shown to be capable of approximately circular orbits, wavelike undulations, and particle-like configurations that decay in accordance with a half-life law.
Infinite games where several players seek to coordinate under imperfect information are known to be intractable, unless the information flow is severely restricted. Examples of undecidable cases typically feature a situation where players…
Combinatorial Game Theory has also been called `additive game theory', whenever the analysis involves sums of independent game components. Such {\em disjunctive sums} invoke comparison between games, which allows abstract values to be…
We systematically study the boundaries of one-dimensional, 2-color cellular automata depending on 4 cells, begun from simple initial conditions. We determine the exact growth rates of the boundaries that appear to be reducible. Morphic…
This paper studies a large class of two-player perfect-information turn-based parity games on infinite graphs, namely those generated by collapsible pushdown automata. The main motivation for studying these games comes from the connections…
We investigate second order additive invariants in elementary cellular automata rules. Fundamental diagrams of rules which possess additive invariants are either linear or exhibit singularities similar to singularities of rules with…
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…
In two-player games on graphs, the simplest possible strategies are those that can be implemented without any memory. These are called positional strategies. In this paper, we characterize objectives recognizable by deterministic B\"uchi…
We present a preliminary study of a new class of two-input cellular automata called eventually number-conserving cellular automata characterized by the property of evolving after a finite number of time steps to states whose number of…