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We study a class of probabilistic cooperative games which can be treated as an extension of the classical cooperative games with transferable utilities. The coalitions have an exogenous probability of being realized. This probability…
The development of competitive artificial Poker playing agents has proven to be a challenge, because agents must deal with unreliable information and deception which make it essential to model the opponents in order to achieve good results.…
Decision procedures aggregating the preferences of multiple agents can produce cycles and hence outcomes which have been described heuristically as `chaotic'. We make this description precise by constructing an explicit dynamical system…
We study the phenomenon of intransitivity in models of dice and voting. First, we follow a recent thread of research for $n$-sided dice with pairwise ordering induced by the probability, relative to $1/2$, that a throw from one die is…
We study variants of a stochastic game inspired by backgammon where players may propose to double the stake, with the game state dictated by a one-dimensional random walk. Our variants allow for different numbers of proposals and different…
With the increasing importance of online communities, discussion forums, and customer reviews, Internet "trolls" have proliferated thereby making it difficult for information seekers to find relevant and correct information. In this paper,…
In combinatorial game theory, the winning player for a position in normal play is analyzed and characterized via algebraic operations. Such analyses define a value for each position, called a game value. A game (ruleset) is called universal…
In most games, social connections are an essential part of the gaming experience. Players connect in communities inside or around games and form friendships, which can be translated into other games or even in the real world. Recent…
We study a complementarity game as a systematic tool for the investigation of the interplay between individual optimization and population effects and for the comparison of different strategy and learning schemes. The game randomly pairs…
A new model of collusions in an organization is proposed. Each actor $a_{i=1,\cdots,N}$ disposes one unique good $g_{j=1,\cdots,N}$. Each actor $a_i$ has also a list of other goods which he/she needs, in order from desired most to those…
We consider a game with two piles, in which two players take turn to add $a$ or $b$ chips ($a$, $b$ are not necessarily positive) randomly and independently to their respective piles. The player who collects $n$ chips first wins the game.…
The game of Hex has two players who take turns placing stones of their respective colors on the hexagons of a rhombus-shaped hexagonal grid. Black wins by completing a crossing between two opposite edges, while White wins by completing a…
The 1996 Donald Duck Holiday Game is a role-playing variant of the historical Game of the Goose, involving characters with unique attributes, event squares, and random event cards. The objective of the game is to reach the camping before…
Poker is a family of card games that includes many variations. We hypothesize that most poker games can be solved as a pattern matching problem, and propose creating a strong poker playing system based on a unified poker representation. Our…
We compare complex networks built from the game of go and obtained from databases of human-played games with those obtained from computer-played games. Our investigations show that statistical features of the human-based networks and the…
This paper studies sequential quantum games under the assumption that the moves of the players are drawn from groups and not just plain sets. The extra group structure makes possible to easily derive some very general results characterizing…
This paper examines two different variants of the Ludo game, involving multiple dice and a fixed number of total turns. Within each variant, multiple game lengths (total no. of turns) are considered. To compare the two variants, a set of…
We want to introduce another smoothing approach by treating each geometric element as a player in a game: a quest for the best element quality. In other words, each player has the goal of becoming as regular as possible. The set of…
We establish a general formula for the distribution of the score in table tennis. We use this formula to derive the probability distribution (and hence the expectation and variance) of the number of rallies necessary to achieve any given…
AI-controlled characters in fighting games are expected to possess reasonably high skills and behave in a believable, human-like manner, exhibiting a diversity of play styles and strategies. Thus, the development of fighting game AI…