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It is shown that the toy Turing Tumble, suitably extended with an infinitely long game board and unlimited supply of pieces, is Turing-Complete. This is achieved via direct simulation of a Turing machine. Unlike previously informally…
Braid is a 2008 puzzle game centered around the ability to reverse time. We show that Braid can simulate an arbitrary computation. Our construction makes no use of Braid's unique time mechanics, and therefore may apply to many other video…
We consider a sequential inspection game where an inspector uses a limited number of inspections over a larger number of time periods to detect a violation (an illegal act) of an inspectee. Compared with earlier models, we allow varying…
Functioning and interaction of distributed devices and concurrent algorithms are analyzed in the context of the theory of algorithms. Our main concern here is how and under what conditions algorithmic interactive devices can be more…
Games are natural models for multi-agent machine learning settings, such as generative adversarial networks (GANs). The desirable outcomes from algorithmic interactions in these games are encoded as game theoretic equilibrium concepts, e.g.…
The centipede game is a two-player non-zero-sum game. Each turn, a player can choose whether they want to take or pass a growing reward. The classical, rational solution of this game shows defection in the first round, when in reality,…
This paper provides a new and more direct proof of the assertion that a Turing computable function of the natural numbers is primitive recursive if and only if the time complexity of the corresponding Turing machine is bounded by a…
An absorbing game is a stochastic game with a single nonabsorbing state. Such a game is called recursive if all players receive a payoff of 0 in the nonabsorbing state, and positive if all payoffs in absorbing states are positive. An action…
We study reachability games on recursive timed automata (RTA) that generalize Alur-Dill timed automata with recursive procedure invocation mechanism similar to recursive state machines. It is known that deciding the winner in reachability…
Driven by recent successes in two-player, zero-sum game solving and playing, artificial intelligence work on games has increasingly focused on algorithms that produce equilibrium-based strategies. However, this approach has been less…
Reversible simulation of irreversible algorithms is analyzed in the stylized form of a `reversible' pebble game. While such simulations incur little overhead in additional computation time, they use a large amount of additional memory space…
We study safety verification for multithreaded programs with recursive parallelism (i.e. unbounded thread creation and recursion) as well as unbounded integer variables. Since the threads in each program configuration are structured in a…
Once failure is irreversible, continuation payoffs cannot be meaningfully aggregated across strategies that differ in their survival properties. Standard scalar evaluation sidesteps this by arbitrarily completing payoffs beyond termination,…
We study stochastic two-player turn-based games in which the objective of one player is to ensure several infinite-horizon total reward objectives, while the other player attempts to spoil at least one of the objectives. The games have…
We use the example of playing a 2-player game with entangled quantum objects to investigate the effect of quantum correlation. We find that for simple game scenarios it is classical correlation that is the central feature and that these…
We establish the undecidability of 2019 puzzle game Baba is You through a reduction from the Post correspondence problem. In particular, we consider a restricted form of the Post correspondence problem introduced by Neary (arXiv:1312.6700)…
Reasoning tasks are crucial in many domains, especially in science and engineering. Although large language models (LLMs) have made progress in reasoning tasks using techniques such as chain-of-thought and least-to-most prompting, these…
In a two-stage repeated classical game of prisoners' dilemma the knowledge that both players will defect in the second stage makes the players to defect in the first stage as well. We find a quantum version of this repeated game where the…
We present a systematic investigation of the quantum games, constructed using a novel repeated game protocol, when played repeatedly ad infinitum. We focus on establishing that such repeated games -- by virtue of inherent quantum-mechanical…
This paper describes an improvement in Deep Q-learning called Reverse Experience Replay (also RER) that solves the problem of sparse rewards and helps to deal with reward maximizing tasks by sampling transitions successively in reverse…