Related papers: Implementation of Tic-Tac-Toe Game in LabVIEW
We define the Sign Game as a two-player game played on a simple undirected mathematical graph $G$. The players alternate turns, assigning vertices of $G$ either $1$ or $-1$, and edges take on the value of the product of their endvertices.…
In this paper, we consider a linear quadratic stochastic two-person zero-sum differential game. The controls for both players are allowed to appear in both drift and diffusion of the state equation. The weighting matrices in the performance…
We introduce GuessWhat?!, a two-player guessing game as a testbed for research on the interplay of computer vision and dialogue systems. The goal of the game is to locate an unknown object in a rich image scene by asking a sequence of…
Playtesting is the process in which people play a video game for testing. It is critical for the quality assurance of gaming software. Manual playtesting is time-consuming and expensive. However, automating this process is challenging, as…
In this paper we demo the Temporal Game, a novel approach to temporal relation extraction that casts the task as an interactive game. Instead of directly annotating interval-level relations, our approach decomposes them into point-wise…
This paper considers a reach-avoid differential game in three-dimensional space with four equal-speed players. A plane divides the game space into a play subspace and a goal subspace. The evader aims at entering the goal subspace while…
The Tower of Hanoi game is a classical puzzle in recreational mathematics (Lucas 1883) which also has a strong record in pure mathematics. In a borderland between these two areas we find the characterization of the minimal number of moves,…
This is the preprint version of our paper on Personal and Ubiquitous Computing. There is an increasing interest in creating pervasive games based on emerging interaction technologies. In order to develop touch-less, interactive and…
This document presents the rules of a tactical two-player board game which is inspired by spin glasses. The aim is, while placing bonds and spins, to achieve a majority of the spins facing the chosen direction of each player. The game has…
We introduce a two-player game, in which each player extends a given sequence by picking a free element in a domain D of the real line. The aim of the players is to control the parity of the number of transpositions necessary to put the…
Chocolate-bar games are variants of the CHOMP game. A three-dimensional chocolate bar comprises a set of cubic boxes sized 1 X 1 X 1, with a bitter cubic box at the bottom of the column at position (0,0). For non-negative integers u,w such…
Automated testing of computer games is a challenging problem, especially when lengthy scenarios have to be tested. Automating such a scenario boils down to finding the right sequence of interactions given an abstract description of the…
This paper proposes a model of tripartite blind quantum computation (TBQC), in which three independent participants hold different resources and accomplish a computational task through cooperation. The three participants are called C,S,T…
Two-player games on graphs are widely studied in formal methods as they model the interaction between a system and its environment. The game is played by moving a token throughout a graph to produce an infinite path. There are several…
This paper proposes the concept of "live-action virtual reality games" as a new genre of digital games based on an innovative combination of live-action, mixed-reality, context-awareness, and interaction paradigms that comprise tangible…
We study variations on combinatorial games in which, instead of alternating moves, the players bid with discrete bidding chips for the right to determine who moves next. We consider both symmetric and partisan games, and explore differences…
We show that there is an $m=2n+o(n)$, such that, in the Maker-Breaker game played on $\Z^d$ where Maker needs to put at least $m$ of his marks consecutively in one of $n$ given winning directions, Breaker can force a draw using a pairing…
In this work we consider a stochastic linear quadratic two-player game. The state measurements are observed through a switched noiseless communication link. Each player incurs a finite cost every time the link is established to get…
Something is definitely wrong. If the game has a linear winning strategy, then it is tractable. What's going on? Well, we describe a two-person game which has a definite winner, that is, a player who can force a win in a finite number of…
An inherent assumption of perfect tracking in iterative learning control (ILC) is that there exists an ILC input such that the generated output can track the desired trajectory reference. This assumption may fail in practice, which gives…