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The \emph{stationary set splitting game} is a game of perfect information of length $\omega_{1}$ between two players, \unspls and \spl, in which \unspls chooses stationarily many countable ordinals and \spls tries to continuously divide…
An algorithm based on backward induction is devised in order to compute the optimal sequence of games to be played in Parrondo games. The algorithm can be used to find the optimal sequence for any finite number of turns or in the steady…
The semi-random graph process is a single player game in which the player is initially presented an empty graph on $n$ vertices. In each round, a vertex $u$ is presented to the player independently and uniformly at random. The player then…
A central task of artificial intelligence is the design of artificial agents that act towards specified goals in partially observed environments. Since such environments frequently include interaction over time with other agents with their…
Saturation is a fundamental game-semantic property satisfied by strategies that interpret higher-order concurrent programs. It states that the strategy must be closed under certain rearrangements of moves, and corresponds to the intuition…
Consider the following one player game. A deck containing $m$ copies of $n$ different card types is shuffled uniformly at random. Each round the player tries to guess the next card in the deck, and then the card is revealed and discarded.…
When learning to play an imperfect information game, it is often easier to first start with the basic mechanics of the game rules. For example, one can play several example rounds with private cards revealed to all players to better…
Decomposition, i.e. independently analyzing possible subgames, has proven to be an essential principle for effective decision-making in perfect information games. However, in imperfect information games, decomposition has proven to be…
We introduce a new virtual environment for simulating a card game known as "Big 2". This is a four-player game of imperfect information with a relatively complicated action space (being allowed to play 1,2,3,4 or 5 card combinations from an…
Online bidding is a classical problem in online decision-making, with applications in resource allocation, hierarchical clustering, and the analysis of approximation algorithms. We study its randomized learning-augmented variant, where an…
A tournament is an orientation of a complete graph. A vertex that can reach every other vertex within two steps is called a \emph{king}. We study the complexity of finding $k$ kings in a tournament graph. We show that the randomized query…
This paper studies multiplayer turn-based games on graphs in which player preferences are modeled as $\omega$-automatic relations given by deterministic parity automata. This contrasts with most existing work, which focuses on specific…
There is no free lunch, no single learning algorithm that will outperform other algorithms on all data. In practice different approaches are tried and the best algorithm selected. An alternative solution is to build new algorithms on demand…
Consider the {$\ell_{\alpha}$} regularized linear regression, also termed Bridge regression. For $\alpha\in (0,1)$, Bridge regression enjoys several statistical properties of interest such as sparsity and near-unbiasedness of the estimates…
In multi-player card games such as Skat or Bridge, the early stages of the game, such as bidding, game selection, and initial card selection, are often more critical to the success of the play than refined middle- and end-game play. At the…
The paper concerns numerical algorithms for solving the Beltrami equation $f_{\bar{z}}(z)=\mu(z) f_z(z)$ for a compactly supported $\mu$. First, we study an efficient algorithm that has been proposed in the literature, and present its…
Poker is a challenging problem for artificial intelligence, with non-deterministic dynamics, partial observability, and the added difficulty of unknown adversaries. Modelling all of the uncertainties in this domain is not an easy task. In…
Network congestion games are a convenient model for reasoning about routing problems in a network: agents have to move from a source to a target vertex while avoiding congestion, measured as a cost depending on the number of players using…
We propose a fresh `meta-game' perspective on the problem of algorithmic collusion in pricing games a la Bertrand. Economists have interpreted the fact that algorithms can learn to price collusively as tacit collusion. We argue instead that…
We consider heuristic algorithm for solving graph isomorphism problem. The algorithm based on a successive splitting of the eigenvalues of the matrices which are modifications (to positive defined) of graphs' adjacency matrices.…