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Game solving aims to find the optimal strategies for all players and determine the theoretical outcome of a game. However, due to the exponential growth of game trees, many games remain unsolved, even though methods like AlphaZero have…
Game solving is the process of finding the theoretical outcome for a game, assuming that all player choices are optimal. This paper focuses on a technique that can reduce the heuristic search space significantly for 7x7 Killall-Go. In Go…
This paper considers repeated games in which one player has more information about the game than the other players. In particular, we investigate repeated two-player zero-sum games where only the column player knows the payoff matrix A of…
Tic Tac Toe is amongst the most well-known games. It has already been shown that it is a biased game, giving more chances to win for the first player leaving only a draw or a loss as possibilities for the opponent, assuming both the players…
The convexification numerical method with the rigorously established global convergence property is constructed for a problem for the Mean Field Games System of the second order. This is the problem of the retrospective analysis of a game…
In today's Web and social network environments, query workloads include ad hoc and OLAP queries, as well as iterative algorithms that analyze data relationships (e.g., link analysis, clustering, learning). Modern DBMSs support ad hoc and…
ConnectX is a two-player game that generalizes the popular game Connect 4. The objective is to get X coins across a row, column, or diagonal of an M x N board. The first player to do so wins the game. The parameters (M, N, X) are allowed to…
MatrixX is a solver for Abstract Argumentation Frameworks. Offensive and defensive properties of an Argumentation Framework are notated in a matrix style. Rows and columns of this matrix are systematically reduced by the solver. This…
We introduce two min-max problems: the first problem is to minimize the supremum of finitely many rational functions over a compact basic semi-algebraic set whereas the second problem is a 2-player zero-sum polynomial game in randomized…
2048 is a stochastic single-player game involving 16 cells on a 4 by 4 grid, where a player chooses a direction among up, down, left, and right to obtain a score by merging two tiles with the same number located in neighboring cells along…
The solution to a Nash or a nonsymmetric bargaining game is obtained by maximizing a concave function over a convex set, i.e., it is the solution to a convex program. We show that each 2-player game whose convex program has linear…
Recent successes of game-theoretic formulations in ML have caused a resurgence of research interest in differentiable games. Overwhelmingly, that research focuses on methods and upper bounds on their speed of convergence. In this work, we…
AlphaZero, an approach to reinforcement learning that couples neural networks and Monte Carlo tree search (MCTS), has produced state-of-the-art strategies for traditional board games like chess, Go, shogi, and Hex. While researchers and…
The affine inverse eigenvalue problem consists of identifying a real symmetric matrix with a prescribed set of eigenvalues in an affine space. Due to its ubiquity in applications, various instances of the problem have been widely studied in…
In this paper, a new method is proposed to compute the rolling Nash equilibrium of the time-invariant nonlinear two-person zero-sum differential games. The idea is to discretize the time to transform a differential game into a sequential…
In reinforcement learning, Reverse Experience Replay (RER) is a recently proposed algorithm that attains better sample complexity than the classic experience replay method. RER requires the learning algorithm to update the parameters…
Abalone is a 2-player board game with perfect information. The game is played on a 5x5x5 hexagonal grid and ends when a player pushes 6 of their opponents' pieces off the board. Abalone is similar to games like chess and Go in that all…
We define a class of zero-sum games with combinatorial structure, where the best response problem of one player is to maximize a submodular function. For example, this class includes security games played on networks, as well as the problem…
We present efficient algorithms for computing optimal or approximately optimal strategies in a zero-sum game for which Player I has n pure strategies and Player II has an arbitrary number of pure strategies. We assume that for any given…
Sequential decision making problems, such as structured prediction, robotic control, and game playing, require a combination of planning policies and generalisation of those plans. In this paper, we present Expert Iteration (ExIt), a novel…