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Difficulty is one of the key drivers of player engagement and it is often one of the aspects that designers tweak most to optimise the player experience; operationalising it is, therefore, a crucial task for game development studios. A…
Parity games play a central role in model checking and satisfiability checking. Solving parity games is computationally expensive, among others due to the size of the games, which, for model checking problems, can easily contain $10^9$…
Matrix games constitute a fundamental problem of game theory and describe a situation of two players with completely conflicting interests. We show how methods from statistical mechanics can be used to investigate the statistical properties…
A wide range of problems can be modelled as constraint satisfaction problems (CSPs), that is, a set of constraints that must be satisfied simultaneously. Constraints can either be represented extensionally, by explicitly listing allowed…
The Curry-Howard correspondence is often called the proofs-as-programs result. I offer a generalization of this result, something which may be called machines as programs. Utilizing this insight, I introduce two new Turing Machines called…
Complex games have long been an important benchmark for testing the progress of artificial intelligence algorithms. AlphaGo, AlphaZero, and MuZero have defeated top human players in Go and Chess, garnering widespread societal attention…
In this paper, we study a famous discrete dynamical system, the Chip Firing Game, used as a model in physics, economics and computer science. We use order theory and show that the set of reachable states (i.e. the configuration space) of…
Program verification techniques typically focus on finding counter-examples that violate properties of a program. Constraint programming offers a convenient way to verify programs by modeling their state transformations and specifying…
While traditionally a labour intensive task, the testing of game content is progressively becoming more automated. Among the many directions in which this automation is taking shape, automatic play-testing is one of the most promising…
This paper considers the problem of solving infinite two-player games over finite graphs under various classes of progress assumptions motivated by applications in cyber-physical system (CPS) design. Formally, we consider a game graph G, a…
Temporal graphs are a popular modelling mechanism for dynamic complex systems that extend ordinary graphs with discrete time. Simply put, time progresses one unit per step and the availability of edges can change with time. We consider the…
Our ignorance of the winnability percentage of the solitaire card game `Klondike' has been described as ``one of the embarrassments of applied mathematics''. Klondike, the game in the Windows Solitaire program, is just one of many…
Markov chains are an important example for a course on stochastic processes because simple board games can be used to illustrate the fundamental concepts. For example, a looping board game (like Monopoly) consists of all recurrent states,…
We use replicator dynamics to study an iterated prisoners' dilemma game with memory. In this study, we investigate the characteristics of all 32 possible strategies with a single-step memory by observing the results when each strategy…
Recent advancements in algorithms for sequential decision-making under imperfect information have shown remarkable success in large games such as limit- and no-limit poker. These algorithms traditionally formalize the games using the…
The 21-card trick is a way of dealing cards in order to predict the card selected by a volunteer. We give a mathematical explanation of why the well-known 21-card trick works using a simple linear discrete function. The function has a…
In this paper, we propose a second-order extension of the continuous-time game-theoretic mirror descent (MD) dynamics, referred to as MD2, which provably converges to mere (but not necessarily strict) variationally stable states (VSS)…
We put forward a new model of congestion games where agents have uncertainty over the routes used by other agents. We take a non-probabilistic approach, assuming that each agent knows that the number of agents using an edge is within a…
Reachability games are two-player games played on a graph, where the objective of $\texttt{REACH}$ player is to reach the target set whereas the objective of $\texttt{SAFE}$ player is to stay away from the target set. Reachability games…
Playing games is inherently human, and a lot of games are created to challenge different human characteristics. However, these tasks are often left out when evaluating the human-like nature of artificial models. The objective of this work…