Related papers: Spot it(R) Solitaire
This paper explores the geometry of putting in the limiting case of a planar putting surface. Putts equidistant from the hole originating on an arc spanning \pm30 degrees are shown to share a common target point. Moving around the circle of…
A fake projective plane is a complex surface with the same Betti numbers as $\mathbb{C} P^2$ but not biholomorphic to it. We study the fake projective plane $\mathbb{P}_{\operatorname{fake}}^2 = (a = 7, p = 2, \emptyset, D_3 2_7)$ in the…
The game of SET is a popular card game in which the objective is to form Sets using cards from a special deck. In this paper we study single- and multi-round variations of this game from the computational complexity point of view and…
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.…
Coloring games are combinatorial games where the players alternate painting uncolored vertices of a graph one of $k > 0$ colors. Each different ruleset specifies that game's coloring constraints. This paper investigates six impartial…
Our paper explores the game theoretic value of the 7-in-a-row game. We reduce the problem to solving a finite board game, which we target using Proof Number Search. We present a number of heuristic improvements to Proof Number Search and…
The game of peg solitaire on graphs was introduced by Beeler and Hoilman in 2011. In this game, pegs are initially placed on all but one vertex of a graph $G$. If $xyz$ forms a path in $G$ and there are pegs on vertices $x$ and $y$ but not…
We define a natural equivalence relation on collections of cards from the card game SET, and enumerate some of the equivalence classes, vastly generalizing the standard game. On this basis, we describe several alternative games for the SET…
In this paper, we first formalize the problem to be solved, i.e., the Scatter Problem (SP). We then show that SP cannot be deterministically solved. Next, we propose a randomized algorithm for this problem. The proposed solution is…
A compact complex surface with positive definite intersection lattice is either the projective plane or a false projective plane. If the intersection lattice is negative definite, the surface is either a non-minimal secondary Kodaira…
For any odd integer $n\geq3$ a board (of size $n$) is a square array of $n\times n$ positions with a simple rule of how to move between positions. The goal of the game we introduce is to find a path from the upper left corner of a board to…
In this paper, we study the cooperative card game, The Crew: The Quest for Planet Nine from the viewpoint of algorithmic combinatorial game theory. The Crew: The Quest for Planet Nine, is a game based on traditional trick-taking card games,…
Given a set of n unit squares in the plane, the goal is to rank them in space in such a way that only few squares see each other vertically. We prove that ranking the squares according to the lexicographic order of their centers results in…
Consider a card guessing game with complete feedback in which a deck of $n$ cards ordered $1,\dots, n$ is riffle-shuffled once. With the goal to maximize the number of correct guesses, a player guesses cards from the top of the deck one at…
We consider the following simple game: We are given a table with ten slots indexed one to ten. In each of the ten rounds of the game, three dice are rolled and the numbers are added. We then put this number into any free slot. For each…
Given a collection of points in the plane, classifying which subsets are collinear is a natural problem and is related to classical geometric constructions. We consider collections of points in a projective plane over a finite field such…
Despite its long history, the classical game of peg solitaire continues to attract the attention of the scientific community. In this paper, we consider two problems with an algorithmic flavour which are related with this game, namely…
Given a series of photographs taken during a Go game, we describe the techniques we successfully employ for pinpointing the grid lines of the Go board and for tracking their small movements between consecutive photographs; then we discuss…
Bridge is a trick-taking card game requiring the ability to evaluate probabilities since it is a game of incomplete information where each player only sees its cards. In order to choose a strategy, a player needs to gather information about…
Inspired by a common technique for shuffling a deck of cards on a table without riffling, we continue the study of a prequel paper on the pile shuffle and its capabilities as a sorting device. We study two sort feasibility problems of…