Related papers: Go game formal revealing by Ising model
Quitting games are one of the simplest stochastic games in which at any stage each player has only two possible actions, continue and quit. The game ends as soon as at least one player chooses to quit. The players then receive a payoff,…
We study a simple scheduling game for the speed scaling model. Players want their job to complete early, which however generates a big energy consumption. We address the game from the mechanism design side, and by charging the energy usage…
Motivated by the burning and cooling processes, the burning game is introduced. The game is played on a graph $G$ by the two players (Burner and Staller) that take turns selecting vertices of $G$ to burn; as in the burning process, burning…
Assessing the skill level of players to predict the outcome and to rank the players in a longer series of games is of critical importance for tournament play. Besides weaknesses, like an observed continuous inflation, through a steadily…
We introduce a game where players selfishly choose a resource and endure a cost depending on the number of players choosing nearby resources. We model the influences among resources by a weighted graph, directed or not. These games are…
The article considers a simulation modelling problem related to the chess game process occurring between two three-tier manipulators. The objective of the game construction lies in developing the procedure of effective control of the…
Global games form a subclass of games with incomplete information where a set of agents decide actions against a regime with an underlying fundamental $\theta$ representing its power. Each agent has access to an independent noisy…
In two-player games on graphs, the players move a token through a graph to produce an infinite path, which determines the winner of the game. Such games are central in formal methods since they model the interaction between a…
We present a game of interacting agents which mimics the complex dynamics found in many natural and social systems. These agents modify their strategies periodically, depending on their performances using genetic crossover mechanisms,…
The Minority Game is a simple model for the collective behavior of agents in an idealized situation where they have to compete through adaptation for a finite resource. This review summarizes the statistical mechanics community efforts to…
The widespread popularity of Pok\'emon GO presents the first opportunity to observe the geographic effects of location-based gaming at scale. This paper reports the results of a mixed methods study of the geography of Pok\'emon GO that…
Controlled manipulation of multiple objects whose dynamics are closely linked is a challenging problem within contact-rich manipulation, requiring an understanding of how the movement of one will impact the others. Using the Jenga game as a…
Self-play, a learning paradigm where agents iteratively refine their policies by interacting with historical or concurrent versions of themselves or other evolving agents, has shown remarkable success in solving complex non-cooperative…
We consider multi-player games played on graphs, in which the players aim at fulfilling their own (not necessarily antagonistic) objectives. In the spirit of evolutionary game theory, we suppose that the players have the right to repeatedly…
Strategic games admit a multi-graph representation, in which two kinds of relations, accessibility, and preferences, are used to describe how the players compare the possible outcomes. A category of games with a fixed set of players…
The Hearthstone AI framework and competition motivates the development of artificial intelligence agents that can play collectible card games. A special feature of those games is the high variety of cards, which can be chosen by the players…
As Aumann stated, cooperation and non-cooperation are different ways of viewing the same game, with the main difference being whether players can reach a binding cooperative agreement. In the real world, many games often coexist competition…
This paper reviews an experiment in human-computer interaction, where interaction takes place when humans attempt to teach a computer to play a strategy board game. We show that while individually learned models can be shown to improve the…
The goal of the paper is to introduce a set of problems which we call mean field games of timing. We motivate the formulation by a dynamic model of bank run in a continuous-time setting. We briefly review the economic and game theoretic…
The paper studies properties of functional dependencies between strategies of players in Nash equilibria of multi-player strategic games. The main focus is on the properties of functional dependencies in the context of a fixed dependency…