Related papers: A Cellular Automaton for Blocking Queen Games
A stochastic modification of Conway's cellular automaton "Life" is introduced here. Any cell could be perturbed spontaneously to the opposite (dead or alive) state at any iteration with a very low probability. This probability is assumed to…
In this paper, we present a family of a control-stopping games which arise naturally in equilibrium-based models of market microstructure, as well as in other models with strategic buyers and sellers. A distinctive feature of this family of…
We study observation-based strategies for two-player turn-based games on graphs with omega-regular objectives. An observation-based strategy relies on imperfect information about the history of a play, namely, on the past sequence of…
We study variants of regular infinite games where the strict alternation of moves between the two players is subject to modifications. The second player may postpone a move for a finite number of steps, or, in other words, exploit in his…
A large class of Positional Games are defined on the complete graph on $n$ vertices. The players, Maker and Breaker, take the edges of the graph in turns, and Maker wins iff his subgraph has a given -- usually monotone -- property. Here we…
Evolutionary game theory assumes that players replicate a highly scored player's strategy through genetic inheritance. However, when learning occurs culturally, it is often difficult to recognize someone's strategy just by observing the…
In this work we have introduced two party games with respective winning conditions. One cannot win these games deterministically in the classical world if they are not allowed to communicate at any stage of the game. Interestingly we find…
We present a novel two-player game in a chaotic dynamical system where players have opposing objectives regarding the system's behavior. The game is analyzed using a methodology from the field of chaos control known as partial control. Our…
We study two-player games with alternating moves played on infinite trees. Our main focus is on the case where the trees are full (regular) and the winning set is open (with respect to the product topology on the tree). Gale and Stewart…
We study a non-cooperative two-sided facility location game in which facilities and clients behave strategically. This is in contrast to many other facility location games in which clients simply visit their closest facility. Facility…
We consider a class of infinite-state stochastic games generated by stateless pushdown automata (or, equivalently, 1-exit recursive state machines), where the winning objective is specified by a regular set of target configurations and a…
We consider autonomous racing of two cars and present an approach to formulate racing decisions as a non-cooperative non-zero-sum game. We design three different games where the players aim to fulfill static track constraints as well as…
Random Boolean Network has been used to find out regulation patterns of genes in organism. his approach is very interesting to use in a game such as N Person PD. Here we assume that action is influenced by input in the form of choices of…
We study 2-player impartial games of the form take-away which produce P-positions (second player winning positions) corresponding to complementary Beatty sequences, given by the continued fractions (1;k,1,k,1,...) and (k+1;k,1,k,1,...). Our…
Quitting games are one of the simplest stochastic games in which at any stage each player has only two possible actions, continue and quit. The game ends as soon as at least one player chooses to quit. The players then receive a payoff,…
We develop an abstract axiomatic theory of tie-breaking. A tie-breaking input consists of a finite set N of players, a weak order on N representing the standings to be refined, and an auxiliary information item drawn from a set on which the…
Waiter-Client games are played on some hypergraph $(X,\mathcal{F})$, where $\mathcal{F}$ denotes the family of winning sets. For some bias $b$, during each round of such a game Waiter offers to Client $b+1$ elements of $X$, of which Client…
We define and give results on the game NecklaceNim NN($n$,$k$) which is PathNim PN($n$,$k$) with an additional move allowed on the end vertices. This game arises as a sub-game in the context of solving CircularNim CN($n$,$k$) when $k-2$…
We introduce a way to parameterize automata and games on finite graphs with natural numbers. The parameters are accessed essentially by allowing counting down from the parameter value to 0 and branching depending on whether 0 has been…
The $n$-player Hotelling game calls for each player to choose a point on the line segment, so as to maximize the size of his Voronoi cell. This paper studies fault-tolerant versions of the Hotelling game. Two fault models are studied: line…