Related papers: A study of memory effects in a chess database
Various features of the development of individual living species, including individual humans, are programmed. Is death also programmed, and if yes, how is it implemented and what can be the underlying mechanism providing the inevitability…
This paper presents a data-driven statistical framework to quantify the role of skill in games, addressing the long-standing question of whether success in a game is predominantly driven by skill or chance. We analyze player level data from…
A common assumption employed in most previous works on evolutionary game dynamics is that every individual player has full knowledge about and full access to the complete set of available strategies. In realistic social, economical, and…
In mix-game which is an extension of minority game, there are two groups of agents; group1 plays the majority game, but the group2 plays the minority game. This paper studies the change of the average winnings of agents and volatilities vs.…
We introduce a two-player model of reinforcement learning with memory. Past actions of an iterated game are stored in a memory and used to determine player's next action. To examine the behaviour of the model some approximate methods are…
We propose a dynamical toy model of agents which possess a quantity and have an interaction radius depending on the amount of the quantity. They exchange the quantity with agents existing within their interaction radii. It is shown in the…
In this paper we will look at the distribution with which passwords are chosen. Zipf's Law is commonly observed in lists of chosen words. Using password lists from four different on-line sources, we will investigate if Zipf's law is a good…
Reacting against the limitation of statistics to decision procedures, R. A. Fisher proposed for inductive reasoning the use of the fiducial distribution, a parameter-space distribution of epistemological probability transferred directly…
Under what conditions do the behaviors of players, who play a game repeatedly, converge to a Nash equilibrium? If one assumes that the players' behavior is a discrete-time or continuous-time rule whereby the current mixed strategy profile…
Current chess rating systems update ratings incrementally and may not always accurately reflect a player's true strength at all times, especially for rapidly improving players or very rusty players. To overcome this, we explore a method to…
The Zipf's law establishes that if the words of a (large) text are ordered by decreasing frequency, the frequency versus the rank decreases as a power law with exponent close to $-1$. Previous work has stressed that this pattern arises from…
Two-player win/lose games of infinite duration are involved in several disciplines including computer science and logic. If such a game has deterministic winning strategies, one may ask how simple such strategies can get. The answer may…
Zipf's law is found when the vocabulary of long written texts is ranked according to the frequency of word occurrences, establishing a power-law decay for the frequency vs rank relation. This law is a robust statistical property observed…
We introduce preferential behavior into the study on statistical mechanics of money circulation. The computer simulation results show that the preferential behavior can lead to power laws on distributions over both holding time and amount…
Understanding how people behave in strategic settings--where they make decisions based on their expectations about the behavior of others--is a long-standing problem in the behavioral sciences. We conduct the largest study to date of…
Long-range correlation, a property of time series exhibiting long-term memory, is mainly studied in the statistical physics domain and has been reported to exist in natural language. Using a state-of-the-art method for such analysis,…
We propose a sequential optimizing betting strategy in the multi-dimensional bounded forecasting game in the framework of game-theoretic probability of Shafer and Vovk (2001). By studying the asymptotic behavior of its capital process, we…
We study adaptive learning in a typical p-player game. The payoffs of the games are randomly generated and then held fixed. The strategies of the players evolve through time as the players learn. The trajectories in the strategy space…
Present human languages display slightly asymmetric log-normal (Gauss) distribution for size [1-3], whereas present cities follow power law (Pareto-Zipf law)[4]. Our model considers the competition between languages and that between cities…
Zipf's law is the most common statistical distribution displaying scaling behavior. Cities, populations or firms are just examples of this seemingly universal law. Although many different models have been proposed, no general theoretical…