Related papers: Ten times eighteen
We introduce a new virtual environment for simulating a card game known as "Big 2". This is a four-player game of imperfect information with a relatively complicated action space (being allowed to play 1,2,3,4 or 5 card combinations from an…
In common-interest stochastic games all players receive an identical payoff. Players participating in such games must learn to coordinate with each other in order to receive the highest-possible value. A number of reinforcement learning…
We give very simple algorithms for best play in the simplest kind of Dots & Boxes endgames: those that consist entirely of loops and long chains. In every such endgame we compute the margin of victory, assuming both players maximize the…
We characterize the optimal reward functions (scoring rules) that incentivize an agent to acquire information and report it truthfully to the principal. The optimal scoring rules let the agent make a simple binary bet in single-dimensional…
This paper investigates a class of games with large strategy spaces, motivated by challenges in AI alignment and language games. We introduce the hidden game problem, where for each player, an unknown subset of strategies consistently…
When shuffling a deck of cards, one probably wants to make sure it is thoroughly shuffled. A way to do this is by sifting through the cards to ensure that no adjacent cards are the same number, because surely this is a poorly shuffled deck.…
We define a class of zero-sum games with combinatorial structure, where the best response problem of one player is to maximize a submodular function. For example, this class includes security games played on networks, as well as the problem…
Consider an n by n array of cards shuffled in the following manner. An element x of the array is chosen uniformly at random; Then with probability 1/2 the rectangle of cards above and to the left of x is rotated 180 degrees, and with…
Consider a game where Alice generates an integer and Bob wins if he can factor that integer. Traditional game theory tells us that Bob will always win this game even though in practice Alice will win given our usual assumptions about the…
In this paper we solve the three-player-game question. A three-player-game consists of a series of rounds. There are altogether three players. Two players participate in each round, at the end of the round the loser quits and the third…
Ultimate Tic-Tac-Toe is a variant of the popular Tic-Tac-Toe game. Two players compete to win three aligned "fields," with each field constituting its own miniature tic-tac-toe game. Each move determines which field the next player must…
In this paper we experiment with a 2-player strategy board game where playing models are evolved using reinforcement learning and neural networks. The models are evolved to speed up automatic game development based on human involvement at…
Left, Center, Right is a popular dice game. We analyze the game using Markov chain and Monte Carlo methods. We compute the expected game length for two to eight players and determine the probability of winning for each player in the game.…
We consider the one-person game of peg solitaire played on a computer. Two popular board shapes are the 33-hole cross-shaped board, and the 15-hole triangle board---we use them as examples throughout. The basic game begins from a full board…
Simple games cover voting systems in which a single alternative, such as a bill or an amendment, is pitted against the status quo. A simple game or a yes-no voting system is a set of rules that specifies exactly which collections of ``yea''…
There are 134,459 distinct initial hands at the video poker game Jacks or Better, taking suit exchangeability into account. A computer program can determine the optimal strategy (i.e., which cards to hold) for each such hand, but a complete…
In the game of Matching Pennies, Alice and Bob each hold a penny, and at every tick of the clock they simultaneously display the head or the tail sides of their coins. If they both display the same side, then Alice wins Bob's penny; if they…
Discuss several tricks for solving twenty question problems which in this paper is depicted as a guessing game. Player tries to find a ball in twenty boxes by asking as few questions as possible, and these questions are answered by only…
Poker is in the family of imperfect information games unlike other games such as chess, connect four, etc which are perfect information game instead. While many perfect information games have been solved, no non-trivial imperfect…
For matrix games we study how small nonzero probability must be used in optimal strategies. We show that for nxn win-lose-draw games (i.e. (-1,0,1) matrix games) nonzero probabilities smaller than n^{-O(n)} are never needed. We also…