Related papers: Ten times eighteen
In sports competitions, teams can manipulate the result by, for instance, throwing games. We show that we can decide how to manipulate round robin and cup competitions, two of the most popular types of sporting competitions in polynomial…
Consider the following one player game. A deck containing $m$ copies of $n$ different card types is shuffled uniformly at random. Each round the player tries to guess the next card in the deck, and then the card is revealed and discarded.…
We introduce a general framework for positional games in which players score points by claiming a prescribed portion of each winning set, extending the notion of scoring Maker-Breaker games. In the scoring variant, Maker gains a point by…
The Game of Poker Chips, Dominoes and Survival fosters team building and high level cooperation in large groups, and is a tool applied in management training exercises. Each player, initially given two colored poker chips, is allowed to…
We consider two-player stochastic games played on a finite graph for infinitely many rounds. Stochastic games generalize both Markov decision processes (MDP) by adding an adversary player, and two-player deterministic games by adding…
People can evaluate features of problems and their potential solutions well before we can effectively solve them. When considering a game we have never played, for instance, we might infer whether it is likely to be challenging, fair, or…
We propose and analyse a 2-parameter family of 2-player games on two heaps of tokens, and present a strategy based on a class of sequences. The strategy looks easy, but is actually hard. A class of exotic numeration systems is then used,…
Given a (possibly infinite) subset $A$ of the natural numbers, we ask how many times a fair six-sided die must be rolled until the rolled numbers add up to an element of $A$. Using a one-dimensional dynamic programming recursion together…
In Texas hold'em, after an all-in bet is made and called before the flop, the turn, or the river, the two players sometimes agree to run it $n$ times, meaning that the remaining five, two, or one cards are dealt out not just once but $n$…
We want to introduce another smoothing approach by treating each geometric element as a player in a game: a quest for the best element quality. In other words, each player has the goal of becoming as regular as possible. The set of…
Consider a game of permutation wordle in which a player attempts to guess a secret permutation of length $n$ in as few guesses as possible. In each round, the guessing player is told which indices of their guessed permutation are correct.…
We give two graph-theoretic models and a mixed-integer program to calculate the maximum achievable score in the popular board game "Ticket to Ride." In Ticket to Ride, players compete to claim railway routes on a map, with points awarded…
In this paper, we study a game with positive or plus infinite expectation and determine the optimal proportion of investment for maximizing the limit expectation of growth rate per attempt. With this objective, we introduce a new pricing…
In this work the properties of minority games containing agents which try to winning all the time are studied by means of computational simulations. We have considered several ways of introducing above the rules clever players using…
We study the computational complexity of the popular board game backgammon. We show that deciding whether a player can win from a given board configuration is NP-Hard, PSPACE-Hard, and EXPTIME-Hard under different settings of known and…
We consider a randomized algorithm for the unique games problem, using independent multinomial probabilities to assign labels to the vertices of a graph. The expected value of the solution obtained by the algorithm is expressed as a…
Most people struggle with prioritizing work. While inexact heuristics have been developed over time, there is still no tractable principled algorithm for deciding which of the many possible tasks one should tackle in any given day, month,…
Noga Alon and Yaakov Malinovsky recently studied the following game: you start at 0, and keep rolling a fair standard die, and add the outcomes until the sum happens to be prime. We generalize this in several ways, illustrating the power of…
A natural goal in multiagent learning besides finding equilibria is to learn rationalizable behavior, where players learn to avoid iteratively dominated actions. However, even in the basic setting of multiplayer general-sum games, existing…
The game of best choice (also known as the secretary problem) is a model for sequential decision making with a long history and many variations. The classical setup assumes that the sequence of candidate rankings are uniformly distributed.…