Related papers: A study of memory effects in a chess database
Unlike repetitions in Western Chess where all repetitions are draws, repetitions in Chinese Chess could result in a win, draw, or loss depending on the kind of repetition being made by both players. One of the biggest hurdles facing Chinese…
It is traditionally assumed that Zipf's law implies the power-law growth of the number of different elements with the total number of elements in a system - the so-called Heaps' law. We show that a careful definition of Zipf's law leads to…
Data mining and knowledge discovery are two important growing research fields in the last two decades due to the abundance of data collected from various sources. The exponentially growing volumes of generated data urge the development of…
Using data from gene expression databases on various organisms and tissues, including yeast, nematodes, human normal and cancer tissues, and embryonic stem cells, we found that the abundances of expressed genes exhibit a power-law…
Rare events refer to qualitatively unlikely events whose realization can nevertheless have important consequences. Typically, the prediction of the kinetics of these events relies on Arrhenius laws, with exponentially distributed waiting…
Prioritized experience replay is a reinforcement learning technique whereby agents speed up learning by replaying useful past experiences. This usefulness is quantified as the expected gain from replaying the experience, a quantity often…
We consider the adaptive learning rule of Harley (1981) for behavior selection in symmetric conflict games in large populations. The rule uses organisms' past, accumulated rewards as the predictor for the future behavior, and can be traced…
We study a deliberately simple, fully non-linguistic model of text: a sequence of independent draws from a finite alphabet of letters plus a single space symbol. A word is defined as a maximal block of non-space symbols. Within this…
We present empirical data on frequency and pattern of misprints in citations to twelve high-profile papers. We find that the distribution of misprints, ranked by frequency of their repetition, follows Zipf's law. We propose a stochastic…
Unbiased shuffling algorithms, such as the Fisher-Yates shuffle, are often used for shuffle play in media players. These algorithms treat all items being shuffled equally regardless of how similar the items are to each other. While this may…
A discrete-time random process is described which can generate bursty sequences of events. A Bernoulli process, where the probability of an event occurring at time $t$ is given by a fixed probability $x$, is modified to include a memory…
This paper empirically investigates how an individual's network influences their purchase and subsequent use of experience goods. Utilising data on the network and game-ownership of over 108 million users from the world's largest video game…
Trick-taking card games feature a large amount of private information that slowly gets revealed through a long sequence of actions. This makes the number of histories exponentially large in the action sequence length, as well as creating…
The existence of simple uncoupled no-regret learning dynamics that converge to correlated equilibria in normal-form games is a celebrated result in the theory of multi-agent systems. Specifically, it has been known for more than 20 years…
The binary many-step Markov chain with the step-like memory function is considered as a model for the analysis of rank distributions of words in stochastic symbolic dynamical systems. We prove that the envelope curve for this distribution…
We study a modified version of the Naming Game, a recently introduced model which describes how shared vocabulary can emerge spontaneously in a population without any central control. In particular, we introduce a new mechanism that allows…
We study the Game of Life as a statistical system on an $L\times L$ square lattice with periodic boundary conditions. Starting from a random initial configuration of density $\rho_{\rm in}=0.3$ we investigate the relaxation of the density…
We consider the task of building strong but human-like policies in multi-agent decision-making problems, given examples of human behavior. Imitation learning is effective at predicting human actions but may not match the strength of expert…
We examine the effects of memory and different updating paradigms in a game-theoretic model of competitive learning, where agents are influenced in their choice of strategy by both the choices made by, and the consequent success rates of,…
We describe a preliminary investigation into learning a Chess player's style from game records. The method is based on attempting to learn features of a player's individual evaluation function using the method of temporal differences, with…