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In this paper, we show that different types of evolutionary game dynamics are, in principle, special cases of a dynamical system model based on our previously reported framework of generalized growth transforms. The framework shows that…
This article deals with classes of antagonistic games with two players. A game is specified in terms of two `hostile' stochastic processes representing mutual attacks upon random times exerting casualties of random magnitudes. The game ends…
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…
This paper considers a dynamic game with transferable utilities (TU), where the characteristic function is a continuous-time bounded mean ergodic process. A central planner interacts continuously over time with the players by choosing the…
In an adversarial environment, a hostile player performing a task may behave like a non-hostile one in order not to reveal its identity to an opponent. To model such a scenario, we define identity concealment games: zero-sum stochastic…
In the game of Matching Pennies, Alice and Bob each hold a penny, and at every tick of the clock they simultaneously display the head or the tail sides of their coins. If they both display the same side, then Alice wins Bob's penny; if they…
Ethics play an important role in determining the behavior of an individual under certain circumstances. Ethical or unethical behavior can be treated as a strategy of a player in a pay-off game. In this paper, we present two analytical…
We consider the problem of estimating `preference' or `strength' parameters in three-way comparison experiments, each composed of a series of paired comparisons, but where only the single `preferred' or `strongest' candidate is known in…
In this paper, we perform a minimalistic quantization of the classical game of tic-tac-toe, by allowing superpositions of classical moves. In order for the quantum game to reduce properly to the classical game, we require legal quantum…
In this article we address two related issues on the learning of probabilistic sequences of events. First, which features make the sequence of events generated by a stochastic chain more difficult to predict. Second, how to model the…
The winning rule of billiards is to drive the billiard ball on the table into the designated holes. We try to study the trajectory of the billiard ball, so that we can predict the direction of the ball. For rational slopes, we got cutting…
"The chance to win given a certain move" is an easily obtainable quantity from data and often quoted in gaming statistics. It is also the fundamental quantity that reinforcement learning AI bases on. Unfortunately, this conditional…
We consider multiplayer stochastic games in which the payoff of each player is a bounded and Borel-measurable function of the infinite play. By using a generalization of the technique of Martin (1998) and Maitra and Sudderth (1998), we show…
In a competitive sport, every little thing matters. Yet, many sports leave some large levers out of the reach of the teams, and in the hands of fate. In cricket, world's second most popular sport by some measures, one such lever---the…
Under certain circumstances such as lack of information or bounded rationality, human players can take decisions on which strategy to choose in a game on the basis of simple opinions. These opinions can be modified after each round by…
Quantitative measures of randomness in games are useful for game design and have implications for gambling law. We treat the outcome of a game as a random variable and derive a closed-form expression and estimator for the variance in the…
Game balancing is an important part of the (computer) game design process, in which designers adapt a game prototype so that the resulting gameplay is as entertaining as possible. In industry, the evaluation of a game is often based on…
In dynamic noncooperative games, each player makes conjectures about other players' reactions before choosing a strategy. However, resulting equilibria may be multiple and do not always lead to desirable outcomes. These issues are typically…
Finding interesting rule in the sixth strategy step about threshold control on generalized relations in attribute oriented induction, there is possibility to select candidate attribute for further generalization and merging of identical…
We consider a sequence of transferable utility (TU) games where, at each time, the characteristic function is a random vector with realizations restricted to some set of values. The game differs from other ones in the literature on dynamic,…