Related papers: Sequencing Chess
We study agents on a network playing an iterated Prisoner's dilemma against their neighbors. The resulting spatially extended co-evolutionary game exhibits stationary states which are Nash equilibria. After perturbation of these equilibria,…
In this communication, a simple mechanism in the optional public goods game is experimentally investigated using two experimental settings; and first time, the cyclic strategy pattern in full state space is demonstrated by means of…
We examine the complexity of the ``Texas Hold'em'' variant of poker from a topological perspective. We show that there exists a natural simplicial complex governing the multi-way winning probabilities between various hands, and that this…
From the gambling logs of an online lottery game we extract the probability distribution of various quantities (e.g., bet value, total pool size, waiting time between successive gambles) as well as related correlation coefficients. We view…
Machine Learning techniques have been used to teach computer programs how to play games as complicated as Chess and Go. These were achieved using powerful tools such as Neural Networks and Parallel Computing on Supercomputers. In this…
We explore the distribution of paths followed in fluctuation-induced switching between coexisting stable states. We introduce a quantitative characteristic of the path distribution in phase space that does not require a priori knowledge of…
Space filling designs are central to studying complex systems in various areas of science. They are used for obtaining an overall understanding of the behaviour of the response over the input space, model construction and uncertainty…
In card games, in casino games with multiple decks of cards and in cryptography, one is sometimes faced with the following problem: how can a human (as opposed to a computer) shuffle a large deck of cards? The procedure we study is to break…
In this paper, we consider a game beginning with a multiset of elements from a group. On a move, two elements are replaced by their sum. This is a no strategy game, and can be modeled as a graded poset with the rank of a node equal to the…
Berlekamp proposed a class of impartial combinatorial games based on the moves of chess pieces on rectangular boards. We generalize impartial chess games by playing them on Young diagrams and obtain results about winning and losing…
The presence or absence of winner-loser effects is a widely discussed phenomenon across both sports and psychology research. Investigation of such effects is often hampered by the limited availability of data. Online chess has exploded in…
We derive recurrences and closed-form expressions for counting nonattacking placements of two types of chess pieces with unbounded straight-line moves, namely the bishop (two diagonal moves) and the anassa (one horizontal or vertical move…
We present an intuitive, conceptual, but semi-rigorous introduction to the celebrated Markov Chain Monte Carlo method using a simple model of population dynamics as our motivation and focusing on a few elementary distributions.…
Coordination games have been of interest to game theorists, economists, and ecologists for many years to study such problems as the emergence of local conventions and the evolution of cooperative behavior. Approaches for understanding the…
We study an evolutionary prisoner's dilemma game with two layered graphs, where the lower layer is the physical infrastructure on which the interactions are taking place and the upper layer represents the connections for the strategy…
The game of Chinese Checkers is a challenging traditional board game of perfect information that differs from other traditional games in two main aspects: first, unlike Chess, all checkers remain indefinitely in the game and hence the…
In recent years, many Machine Learning (ML) explanation techniques have been designed using ideas from cooperative game theory. These game-theoretic explainers suffer from high complexity, hindering their exact computation in practical…
When shuffling a deck of cards, one probably wants to make sure it is thoroughly shuffled. A way to do this is by sifting through the cards to ensure that no adjacent cards are the same number, because surely this is a poorly shuffled deck.…
In this note we show that the area of the partitions making up an oscillating tableaux is described by a random walk on the first quadrant of $\mathbb{Z}^2$ with certain position dependent weights. We are able to recursively calculate the…
We study strategic similarity of game positions in two-player extensive games of perfect information, by looking at the structure of their local game trees, with the aim of improving the performance of game playing agents in detecting…