Related papers: Ludometrics: Luck, and How to Measure It
In this paper we introduce polytopal stochastic games, an extension of two-player, zero-sum, turn-based stochastic games, in which we may have uncertainty over the transition probabilities. In these games the uncertainty over the…
Game boards are described in the Ludii general game system by their underlying graphs, based on tiling, shape and graph operators, with the automatic detection of important properties such as topological relationships between graph…
Results of measurements give legitimacy to a physical theory. What if acquiring these results in the first place necessitates what the same theory considers to be an interaction? In this note, we assume that theories account for…
This article identifies a gap between the existence of a various psychometric tests approaches and other team performance assessment tools (e.g. business and management games). As a response to the lack of tools able to utilize the…
We consider two-player zero-sum games on graphs. These games can be classified on the basis of the information of the players and on the mode of interaction between them. On the basis of information the classification is as follows: (a)…
This thesis presents some geometric insights into three different types of two player prediction games -- namely general learning task, prediction with expert advice, and online convex optimization. These games differ in the nature of the…
One often finds in the literature connections between measures of fairness and measures of feature importance employed to interpret trained classifiers. However, there seems to be no study that compares fairness measures and feature…
In recent years, there has been a growing interest in games on graphs within the research community, fueled by their relevance in applications such as economics, politics, and epidemiology. This paper aims to comprehensively detail the…
In this paper we present results from recent experiments that suggest that chess players associate emotions to game situations and reactively use these associations to guide search for planning and problem solving. We describe the design of…
The game in which acts of participants don't have an adequate description in terms of Boolean logic and classical theory of probabilities is considered. The model of the game interaction is constructed on the basis of a non-distributive…
Ecologists and economists try to explain collective behavior in terms of competitive systems of selfish individuals with the ability to learn from the past. Statistical physicists have been investigating models which might contribute to the…
Positional games are a branch of combinatorics, researching a variety of two-player games, ranging from popular recreational games such as Tic-Tac-Toe and Hex, to purely abstract games played on graphs and hypergraphs. It is closely…
Game theory is the mathematical framework for analyzing strategic interactions in conflict and competition situations. In recent years quantum game theory has earned the attention of physicists, and has emerged as a branch of quantum…
In a guessing game, players guess the value of a random real number selected using some probability density function. The winner may be determined in various ways; for example, a winner can be a player whose guess is closest in magnitude to…
A cellular game is a dynamical system in which cells, placed in some discrete structure, are regarded as playing a game with their immediate neighbors. Individual strategies may be either deterministic or stochastic. Strategy success is…
Evolutionary game theory is a powerful framework for studying evolution in populations of interacting individuals. A common assumption in evolutionary game theory is that interactions are symmetric, which means that the players are…
Humanity has been fascinated by the pursuit of fortune since time immemorial, and many successful outcomes benefit from strokes of luck. But success is subject to complexity, uncertainty, and change - and at times becoming increasingly…
This paper has a twofold scope. The first one is to clarify and put in evidence the isomorphic character of two theories developed in quite different fields: on one side, threshold logic, on the other side, simple games. One of the main…
We introduce a set-valued solution concept, M equilibrium, to capture empirical regularities from over half a century of game-theory experiments. We show M equilibrium serves as a meta theory for various models that hitherto were considered…
Ludics is a logical framework in which types/formulas are modelled by sets of terms with the same computational behaviour. This paper investigates the representation of inductive data types and functional types in ludics. We study their…