Related papers: A Reverse Hex Solver
Matrix completion and extrapolation (MCEX) are dealt with here over reproducing kernel Hilbert spaces (RKHSs) in order to account for prior information present in the available data. Aiming at a faster and low-complexity solver, the task is…
In this work, we study the problem of finding approximate, with minimum support set, solutions to matrix max-plus equations, which we call sparse approximate solutions. We show how one can obtain such solutions efficiently and in polynomial…
A 5x5 board is the smallest board on which one can set up all kind of chess pieces as a start position. We consider Gardner's minichess variant in which all pieces are set as in a standard chessboard (from Rook to King). This game has…
Reinforcement learning (RL) agents achieve remarkable performance but remain far less learning-efficient than humans. While RL agents require extensive self-play games to extract useful signals, humans often need only a few games, improving…
Infinitely repeated games support equilibrium concepts beyond those present in one-shot games (e.g., cooperation in the prisoner's dilemma). Nonetheless, repeated games fail to capture our real-world intuition for settings with many…
The double oracle algorithm is a popular method of solving games, because it is able to reduce computing equilibria to computing a series of best responses. However, its theoretical properties are not well understood. In this paper, we…
Tantrix is a puzzle to make a loop by connecting lines drawn on hexagonal tiles, and the objective of this research is to solve it by a computer. For this purpose, we give a problem setting of solving Tantrix as arranging tiles in an…
A rank-3 Maker-Breaker game is played on a hypergraph in which all hyperedges are sets of at most 3 vertices. The two players of the game, called Maker and Breaker, move alternately. On his turn, maker chooses a vertex to be withdrawn from…
Learning to search is the task of building artificial agents that learn to autonomously use a search box to find information. So far, it has been shown that current language models can learn symbolic query reformulation policies, in…
Extensive-form games with imperfect recall are an important game-theoretic model that allows a compact representation of strategies in dynamic strategic interactions. Practical use of imperfect recall games is limited due to negative…
When solving k-in-a-Row games, the Hales-Jewett pairing strategy [4] is a well-known strategy to prove that specific positions are (at most) a draw. It requires two empty squares per possible winning line (group) to be marked, i.e., with a…
The class of passable games was recently introduced by Selinger as a class of combinatorial games that are suitable for modelling monotone set coloring games such as Hex. In a monotone set coloring game, the players alternately color the…
Consider a two-person zero-sum search game between a hider and a searcher. The hider hides among $n$ discrete locations, and the searcher successively visits individual locations until finding the hider. Known to both players, a search at…
Bayesian regression games are a special class of two-player general-sum Bayesian games in which the learner is partially informed about the adversary's objective through a Bayesian prior. This formulation captures the uncertainty in regard…
Despite the increasing prevalence of vector observations, computation of optimal experimental design for multi-response models has received limited attention. To address this problem within the framework of approximate designs, we introduce…
This paper is about 3-terminal regions in Hex. A 3-terminal region is a region of the Hex board that is completely surrounded by black and white stones, in such a way that the black boundary stones form 3 connected components. We…
A feedback vertex set of a graph is a set of nodes with the property that every cycle contains at least one vertex from the set i.e. the removal of all vertices from a feedback vertex set leads to an acyclic graph. In this short paper, we…
We study the problem of computing an $\epsilon$-approximate Nash equilibrium of a two-player, bilinear game with a bounded payoff matrix $A \in \mathbb{R}^{m \times n}$, when the players' strategies are constrained to lie in simple sets. We…
The AlphaZero algorithm has achieved superhuman performance in two-player, deterministic, zero-sum games where perfect information of the game state is available. This success has been demonstrated in Chess, Shogi, and Go where learning…
Many practical search problems concern the search for multiple hidden objects or agents, such as earthquake survivors. In such problems, knowing only the list of possible locations, the Searcher needs to find all the hidden objects by…