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Amazons is a board game which combines elements of Chess and Go. It has become popular in recent years, and has served as a useful platform for both game-theoretic study and AI games research. Buro showed that simple Amazons endgames are…

Computational Complexity · Computer Science 2007-05-23 Robert A. Hearn

We define a new escape game in graphs that we call Nemesis. The game is played on a graph having a subset of vertices labeled as exits and the goal of one of the two players, called the fugitive, is to reach one of these exit vertices. The…

Data Structures and Algorithms · Computer Science 2026-01-21 Pierre Bergé , Antoine Dailly , Yan Gerard

Mastermind is a popular board game released in 1971, where a codemaker chooses a secret pattern of colored pegs, and a codebreaker has to guess it in several trials. After each attempt, the codebreaker gets a response from the codemaker…

Computer Science and Game Theory · Computer Science 2012-03-15 Giovanni Viglietta

Mastermind is in essence a search problem in which a string of symbols that is kept secret must be found by sequentially playing strings that use the same alphabet, and using the responses that indicate how close are those other strings to…

Neural and Evolutionary Computing · Computer Science 2012-07-06 J. J. Merelo , Antonio M. Mora , Carlos Cotta , Thomas P. Runarsson

In this paper we show that the Mastermind Satisfiability Problem (MSP) is NP-complete. The Mastermind is a popular game which can be turned into a logical puzzle called Mastermind Satisfiability Problem in a similar spirit to the…

Computational Complexity · Computer Science 2007-05-23 Jeff Stuckman , Guo-Qiang Zhang

Tetravex is a widely played one person computer game in which you are given $n^2$ unit tiles, each edge of which is labelled with a number. The objective is to place each tile within a $n$ by $n$ square such that all neighbouring edges are…

Computational Complexity · Computer Science 2012-04-18 Yasuhiko Takenaga , Toby Walsh

We prove PSPACE-completeness of two classic types of Chess problems when generalized to n-by-n boards. A "retrograde" problem asks whether it is possible for a position to be reached from a natural starting position, i.e., whether the…

Computational Complexity · Computer Science 2020-10-20 Josh Brunner , Erik D. Demaine , Dylan Hendrickson , Julian Wellman

The evaluation of the problem-solving capability under incomplete information scenarios of Large Language Models (LLMs) is increasingly important, encompassing capabilities such as questioning, knowledge search, error detection, and path…

Computation and Language · Computer Science 2024-09-24 Yuyan Chen , Tianhao Yu , Yueze Li , Songzhou Yan , Sijia Liu , Jiaqing Liang , Yanghua Xiao

We show that the Minesweeper game is PP-hard, when the object is to locate all mines with the highest probability. When the probability of locating all mines may be infinitesimal, the Minesweeper game is even PSPACE-complete. In our…

Computational Complexity · Computer Science 2012-04-23 Michiel de Bondt

Reasoning is an essential skill to enable Large Language Models (LLMs) to interact with the world. As tasks become more complex, they demand increasingly sophisticated and diverse reasoning capabilities for sequential decision-making,…

Artificial Intelligence · Computer Science 2025-04-25 Christopher Zhang Cui , Xingdi Yuan , Ziang Xiao , Prithviraj Ammanabrolu , Marc-Alexandre Côté

Sprouts is a two-player topological game, invented in 1967 by Michael Paterson and John Conway. The game starts with p spots, lasts at most 3p-1 moves, and the player who makes the last move wins. In the misere version of Sprouts, on the…

Combinatorics · Mathematics 2009-09-01 Julien Lemoine , Simon Viennot

The Nash equilibrium is an important benchmark for behaviour in systems of strategic autonomous agents. Polymatrix games are a succinct and expressive representation of multiplayer games that model pairwise interactions between players. The…

Computer Science and Game Theory · Computer Science 2016-03-17 Argyrios Deligkas , John Fearnley , Tobenna Peter Igwe , Rahul Savani

We study a popular puzzle game known variously as Clickomania and Same Game. Basically, a rectangular grid of blocks is initially colored with some number of colors, and the player repeatedly removes a chosen connected monochromatic group…

Computational Complexity · Computer Science 2007-05-23 Therese C. Biedl , Erik D. Demaine , Martin L. Demaine , Rudolf Fleischer , Lars Jacobsen , J. Ian Munro

Playing games has a long history of describing intricate interactions in simplified forms. In this paper we explore if large language models (LLMs) can play games, investigating their capabilities for randomisation and strategic adaptation…

Artificial Intelligence · Computer Science 2025-03-05 Alicia Vidler , Toby Walsh

Game Design Pillars are natural language artifacts commonly used in game development to communicate a project's core vision and ensure a coherent player experience. Their linguistic nature aligns well with the strengths of Large Language…

Human-Computer Interaction · Computer Science 2026-05-12 Julian Geheeb , Marvin Julian Schwarz , Daniel Dyrda , Georg Groh

Tumbleweed is a popular two-player perfect-information new territorial game played at the prestigious Mind Sport Olympiad. We define a generalized version of the game, where the board size is arbitrary and so is the possible number of…

Computational Complexity · Computer Science 2022-06-22 Lear Bahack

In this work we face a challenging puzzle video game: A Good Snowman is Hard to Build. The objective of the game is to build snowmen by moving and stacking snowballs on a discrete grid. For the sake of player engagement with the game, it is…

Artificial Intelligence · Computer Science 2023-10-04 Miquel Bofill , Cristina Borralleras , Joan Espasa , Gerard Martín , Gustavo Patow , Mateu Villaret

Network congestion games are a well-understood model of multi-agent strategic interactions. Despite their ubiquitous applications, it is not clear whether it is possible to design information structures to ameliorate the overall experience…

Computer Science and Game Theory · Computer Science 2020-02-14 Matteo Castiglioni , Andrea Celli , Alberto Marchesi , Nicola Gatti

Self-play is a technique for machine learning in multi-agent systems where a learning algorithm learns by interacting with copies of itself. Self-play is useful for generating large quantities of data for learning, but has the drawback that…

Computer Science and Game Theory · Computer Science 2023-11-30 Revan MacQueen , James R. Wright

Lipschitz games, in which there is a limit $\lambda$ (the Lipschitz value of the game) on how much a player's payoffs may change when some other player deviates, were introduced about 10 years ago by Azrieli and Shmaya. They showed via the…

Computer Science and Game Theory · Computer Science 2022-07-21 Paul W. Goldberg , Matthew J. Katzman
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