Related papers: P-positions in Modular Extensions to Nim
Modern chess language models are dense transformers trained on millions of games played by thousands of high-rated individuals. However, these monolithic networks tend to collapse into mode-averaged behavior, where stylistic boundaries are…
We propose and analyse a 2-parameter family of 2-player games on two heaps of tokens, and present a strategy based on a class of sequences. The strategy looks easy, but is actually hard. A class of exotic numeration systems is then used,…
Minority game is a model of heterogeneous players who think inductively. In this game, each player chooses one out of two alternatives every turn and those who end up in the minority side wins. It is instructive to extend the minority game…
We introduce a problem set-up we call the Iterated Matching Pennies (IMP) game and show that it is a powerful framework for the study of three problems: adversarial learnability, conventional (i.e., non-adversarial) learnability and…
We consider a two player simultaneous-move game where the two players each select any permissible $n$-sided die for a fixed integer $n$. A player wins if the outcome of his roll is greater than that of his opponent. Remarkably, for $n>3$,…
We analyze the two-player game of Knock 'em Down, asymptotically as the number of tokens to be knocked down becomes large. Optimal play requires mixed strategies with deviations of order sqrt(n) from the naive law-of-large numbers…
Given an impartial combinatorial game G, we create a class of related games (CIS-G) by specifying a finite set of positions in G and forbidding players from moving to those positions (leaving all other game rules unchanged). Such…
This paper addresses the problem of locating base stations in a certain area which is highly populated by mobile stations; each mobile station is assumed to select the closest base station. Base stations are modeled by players who choose…
In games with a large number of players where players may have overlapping objectives, the analysis of stable outcomes typically depends on player types. A special case is when a large part of the player population consists of imitation…
We analyze the Sprague-Grundy functions for a class of almost disjoint selective compound games played on Nim heaps. Surprisingly, we find that these functions behave chaotically for smaller Sprague-Grundy values of each component game yet…
New contributions in the field of iterative optimisation heuristics are often made in an iterative manner. Novel algorithmic ideas are not proposed in isolation, but usually as an extension of a preexisting algorithm. Although these…
The theory of $p$-modulus provides a general framework for quantifying the richness of a family of objects on a graph. When applied to the family of spanning trees, $p$-modulus has an interesting probabilistic interpretation. In particular,…
A checkers-like model game with a simplified set of rules is studied through extensive simulations of agents with different expertise and strategies. The introduction of complementary strategies, in a quite general way, provides a tool to…
A poset game is a two-player game played over a partially ordered set (poset) in which the players alternate choosing an element of the poset, removing it and all elements greater than it. The first player unable to select an element of the…
We introduce a new family of one-player games, involving the movement of coins from one configuration to another. Moves are restricted so that a coin can be placed only in a position that is adjacent to at least two other coins. The goal of…
In this paper we experiment with a 2-player strategy board game where playing models are evolved using reinforcement learning and neural networks. The models are evolved to speed up automatic game development based on human involvement at…
We determine the full nim-value structure of additive subtraction games in the {\em primitive quadratic} regime. The problem appears in Winning Ways by Berlekamp et al. in 1982; it includes a closed formula, involving Beatty-type {\em…
We study a model for switching strategies in the Prisoner's Dilemma game on adaptive networks of player pairings that coevolve as players attempt to maximize their return. We use a node-based strategy model wherein each player follows one…
In this paper, we consider combinatorial game rulesets based on data structures normally covered in an undergraduate Computer Science Data Structures course: arrays, stacks, queues, priority queues, sets, linked lists, and binary trees. We…
The Dependent Chip Model (DCM) is proposed as an alternative to the Independent Chip Model (ICM) usually employed in poker tournament negotiations. DCM constitutes a recursive exploration of a multiplayer Texas hold'em poker game tree…