Related papers: Memgames
Iterated admissibility is a well-known and important concept in classical game theory, e.g. to determine rational behaviors in multi-player matrix games. As recently shown by Berwanger, this concept can be soundly extended to infinite games…
Number games play a central role in alternating normal play combinatorial game theory due to their real-number-like properties (Conway 1976). Here we undertake a critical re-examination: we begin with integer and dyadic games and identify…
This is an introduction into John Conway's beautiful Combinatorial Game Theory, providing precise statements and detailed proofs for the fundamental parts of his theory. (1) Combinatorial game theory, (2) the GROUP of games, (3) the FIELD…
Our paper explores the game theoretic value of the 7-in-a-row game. We reduce the problem to solving a finite board game, which we target using Proof Number Search. We present a number of heuristic improvements to Proof Number Search and…
We transform a Muller game with n vertices into a safety game with (n!)^3 vertices whose solution allows to determine the winning regions of the Muller game and to compute a finite-state winning strategy for one player. This yields a novel…
Game theory is used by all behavioral sciences, but its development has long centered around tools for relatively simple games and toy systems, such as the economic interpretation of equilibrium outcomes. Our contribution, compositional…
Strong placement games (SP-games) are a class of combinatorial games whose structure allows one to describe the game via simplicial complexes. A natural question is whether well-known invariants of combinatorial games, such as "game value",…
Games are usually created incrementally, requiring repeated testing of the same scenarios, which is a tedious and error-prone task for game developers. Therefore, we aim to alleviate this game testing process by encapsulating it into a game…
Combinatorial games are widely used in finite model theory, constraint satisfaction, modal logic and concurrency theory to characterize logical equivalences between structures. In particular, Ehrenfeucht-Fraisse games, pebble games, and…
This paper investigates the performance of different general-game-playing heuristics for games in the Ludii general game system. Based on these results, we train several regression learning models to predict the performance of these…
We investigate combinations of structures by families of structures relative to families of unary predicates and equivalence relations. Conditions preserving $\omega$-categoricity and Ehrenfeuchtness under these combinations are…
Two intimately related new classes of games are introduced and studied: entropy games (EGs) and matrix multiplication games (MMGs). An EG is played on a finite arena by two-and-a-half players: Despot, Tribune and the non-deterministic…
We define and give results on the game NecklaceNim NN($n$,$k$) which is PathNim PN($n$,$k$) with an additional move allowed on the end vertices. This game arises as a sub-game in the context of solving CircularNim CN($n$,$k$) when $k-2$…
We consider the general model of zero-sum repeated games (or stochastic games with signals), and assume that one of the players is fully informed and controls the transitions of the state variable. We prove the existence of the uniform…
We study life over the course of video game history as represented by their mechanics. While there have been some variations depending on genre or "character type", we find that most games converge to a similar representation. We also…
Game semantics aim at describing the interactive behaviour of proofs by interpreting formulas as games on which proofs induce strategies. In this article, we introduce a game semantics for a fragment of first order propositional logic. One…
The work we present in this paper initiated the formal study of fractional hedonic games, coalition formation games in which the utility of a player is the average value he ascribes to the members of his coalition. Among other settings,…
Strategic interactions between a group of individuals or organisations can be modelled as games played on networks, where a player's payoff depends not only on their actions but also on those of their neighbours. Inferring the network…
An important class of differential interactive games, namely, one of the laced interactive games is considered. A posteriori analysis of such games (including the virtual a posteriori decomposition of a collective control) is discussed.…
We consider a repeated sequential game between a learner, who plays first, and an opponent who responds to the chosen action. We seek to design strategies for the learner to successfully interact with the opponent. While most previous…