Related papers: Real World Games Look Like Spinning Tops
With increasing game size, a problem of computational complexity arises. This is especially true in real world problems such as in social systems, where there is a significant population of players involved in the game, and the complexity…
We study generalised rock-paper-scissors models with an arbitrary odd number N \geq 5 of species, among which n are weak, with 2 \leq n \leq (N-1)/2. Because of the species' weakness, the probability of individuals conquering territory in…
Tic Tac Toe is amongst the most well-known games. It has already been shown that it is a biased game, giving more chances to win for the first player leaving only a draw or a loss as possibilities for the opponent, assuming both the players…
Reachability games are two-player games played on a graph, where the objective of $\texttt{REACH}$ player is to reach the target set whereas the objective of $\texttt{SAFE}$ player is to stay away from the target set. Reachability games…
In this paper we characterise the long-run behaviour of the replicator dynamic in zero-sum games (symmetric or non-symmetric). Specifically, we prove that every zero-sum game possesses a unique global replicator attractor, which we then…
Positional games are a well-studied class of combinatorial game. In their usual form, two players take turns to play moves in a set (`the board'), and certain subsets are designated as `winning': the first person to occupy such a set wins…
A matching game is a cooperative profit game defined on an edge-weighted graph, where the players are the vertices and the profit of a coalition is the maximum weight of matchings in the subgraph induced by the coalition. A population…
This paper considers a class of two-player zero-sum games on directed graphs whose vertices are equipped with random payoffs of bounded support known by both players. Starting from a fixed vertex, players take turns to move a token along…
A positional game is a game where two players sequentially label vertices of a hypergraph, consisting of a board and a collection of winning sets, with colors assigned to each player until all vertices of the board are claimed. The first…
This paper deals with sliding games, which are a variant of the better known pushpush game. On a given structure (grid, torus...), a robot can move in a specific set of directions, and stops when it hits a block or boundary of the…
It was recently observed that Elo ratings fail at preserving transitive relations among strategies and therefore cannot correctly extract the transitive component of a game. We provide a characterization of transitive games as a weak…
It is well known that the rock-paper-scissors game has no pure saddle point. We show that this holds more generally: A symmetric two-player zero-sum game has a pure saddle point if and only if it is not a generalized rock-paper-scissors…
This paper has a twofold scope. The first one is to clarify and put in evidence the isomorphic character of two theories developed in quite different fields: on one side, threshold logic, on the other side, simple games. One of the main…
Concavity and its refinements underpin tractability in multiplayer games, where players independently choose actions to maximize their own payoffs which depend on other players' actions. In concave games, where players' strategy sets are…
We unify and consolidate various results about non-signall-ing games, a subclass of non-local two-player one-round games, by introducing and studying several new families of games and establishing general theorems about them, which extend a…
Game dynamics in which three or more strategies are cyclically competitive, as represented by the rock-scissors-paper game, have attracted practical and theoretical interests. In evolutionary dynamics, cyclic competition results in…
The rock-paper-scissors game is a paradigmatic model for biodiversity, with applications ranging from microbial populations to human societies. Research has shown, however, that mobility jeopardizes biodiversity by promoting the formation…
This article investigates an evolutionary game based on the framework of interacting particle systems. Each point of the square lattice is occupied by a player who is characterized by one of two possible strategies and is attributed a…
This thesis presents some geometric insights into three different types of two player prediction games -- namely general learning task, prediction with expert advice, and online convex optimization. These games differ in the nature of the…
We introduce a new class of population games that we call monotropic; these are games characterized by the presence of a unique globally neutrally stable Nash equilibrium. Monotropic games generalize strictly concave potential games and…