Related papers: Recursed is not Recursive: A Jarring Result
We propose a new model of a distributed game, called an ATS game, which is played on a non-deterministic asynchronous transition system -- a natural distributed finite-state device working on Mazurkiewicz traces. This new…
Despite the success of generative adversarial networks (GANs) in generating visually appealing images, they are notoriously challenging to train. In order to stabilize the learning dynamics in minimax games, we propose a novel recursive…
In this paper, we address a natural question at the intersection of combinatorial game theory and computational complexity: "Can a sum of simple tepid games in canonical form be intractable?" To resolve this fundamental question, we…
Functors with an instance of the Traversable type class can be thought of as data structures which permit a traversal of their elements. This has been made precise by the correspondence between traversable functors and finitary containers…
We introduce quantitative reductions, a novel technique for structuring the space of quantitative games and solving them that does not rely on a reduction to qualitative games. We show that such reductions exhibit the same desirable…
In this work, we introduce the concept of non-negative weighted regret, an extension of non-negative regret \cite{anagnostides2022last} in games. Investigating games with non-negative weighted regret helps us to understand games with…
We study an extension of the Arrival problem, called Recursive Arrival, inspired by Recursive State Machines, which allows for a family of switching graphs that can call each other in a recursive way. We study the computational complexity…
We show that the value of a general two-prover quantum game cannot be computed by a semi-definite program ofvpolynomial size (unless P=NP), a method that has been successful in more restricted quantum games. More precisely, we show that…
We present our game, Cube2Pipes, as an attempt to investigate a unique gameplay design where we use a tangible 3D spatial puzzle, in the form of a 2X2 Rubik's Cube, as an interface to a tabletop mobile augmented reality (AR) game. The game…
Memory Gym presents a suite of 2D partially observable environments, namely Mortar Mayhem, Mystery Path, and Searing Spotlights, designed to benchmark memory capabilities in decision-making agents. These environments, originally with finite…
Pairwise dot product-based attention allows Transformers to exchange information between tokens in an input-dependent way, and is key to their success across diverse applications in language and vision. However, a typical Transformer model…
Recursive calls over recursive data are useful for generating probability distributions, and probabilistic programming allows computations over these distributions to be expressed in a modular and intuitive way. Exact inference is also…
Deterministic replay is a method for allowing complex multitasking real-time systems to be debugged using standard interactive debuggers. Even though several replay techniques have been proposed for parallel, multi-tasking and real-time…
Rogue is a famous dungeon-crawling video-game of the 80ies, the ancestor of its gender. Rogue-like games are known for the necessity to explore partially observable and always different randomly-generated labyrinths, preventing any form of…
This paper investigates a class of games with large strategy spaces, motivated by challenges in AI alignment and language games. We introduce the hidden game problem, where for each player, an unknown subset of strategies consistently…
We introduce and investigate the computational complexity of a novel physical problem known as the Pinball Wizard problem. It involves an idealized pinball moving through a maze composed of one-way gates (outswing doors), plane walls,…
Finding, counting, or determining the existence of Nash equilibria, where players must play optimally given each others' actions, are known to be computational intractable problems. We ask whether weakening optimality to the requirement…
The locker puzzle is a game played by multiple players against a referee. It has been previously shown that the best strategy that exists cannot succeed with probability greater than 1-ln2 \approx 0.31, no matter how many players are…
Reservoir Computing is a class of simple yet efficient Recurrent Neural Networks where internal weights are fixed at random and only a linear output layer is trained. In the large size limit, such random neural networks have a deep…
Tiny Recursive Models (TRM) solve complex reasoning tasks with a fraction of the parameters of modern large language models (LLMs) by iteratively refining a latent state and final answer. While powerful, their deterministic recursion can…