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In this paper, we study the cooperative card game, The Crew: The Quest for Planet Nine from the viewpoint of algorithmic combinatorial game theory. The Crew: The Quest for Planet Nine, is a game based on traditional trick-taking card games,…
The game of bridge consists of two stages: bidding and playing. While playing is proved to be relatively easy for computer programs, bidding is very challenging. During the bidding stage, each player knowing only his/her own cards needs to…
Strategic interactions between competitive entities are generally considered from the perspective of complete revelation of benefits achieved from those interactions, in the form of public payoff functions and/or beliefs, in the announced…
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…
Werewolf is a popular party game throughout the world, and research on its significance has progressed in recent years. The Werewolf game is based on conversation, and in order to win, participants must use all of their cognitive abilities.…
Recent work in reinforcement learning demonstrated that learning solely through self-play is not only possible, but could also result in novel strategies that humans never would have thought of. However, optimization methods cast as a game…
The process of painting fosters creativity and rational planning. However, existing generative AI mostly focuses on producing visually pleasant artworks, without emphasizing the painting process. We introduce a novel task, Collaborative…
The advent of artificial intelligence (AI) and machine learning (ML) bring human-AI interaction to the forefront of HCI research. This paper argues that games are an ideal domain for studying and experimenting with how humans interact with…
Watermarking deep neural network (DNN) models has attracted a great deal of attention and interest in recent years because of the increasing demand to protect the intellectual property of DNN models. Many practical algorithms have been…
Interactive-proof games model the scenario where an honest party interacts with powerful but strategic provers, to elicit from them the correct answer to a computational question. Interactive proofs are increasingly used as a framework to…
In the past three decades, deductive games have become interesting from the algorithmic point of view. Deductive games are two players zero sum games of imperfect information. The first player, called "codemaker", chooses a secret code and…
A circular Nim game is a two player impartial combinatorial game consisting of n stacks of tokens placed in a circle. A move consists of choosing k consecutive stacks, and taking at least one token from one or more of the k stacks. The last…
Quantum technologies, i.e., technologies benefiting from the features of quantum physics such as objective randomness, superposition, and entanglement, have enabled an entirely different way of distributing and processing information. The…
Working in complex industrial facilities requires spatial navigation skills that people build up with time and field experience. Training sessions consisting in guided tours help discover places but they are insufficient to become…
Graph Neural Networks (GNNs) are widely used in many modern applications, necessitating explanations for their decisions. However, the complexity of GNNs makes it difficult to explain predictions. Even though several methods have been…
Adversarial training, a special case of multi-objective optimization, is an increasingly prevalent machine learning technique: some of its most notable applications include GAN-based generative modeling and self-play techniques in…
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…
In the context of multiplayer games, the parallel repetition problem can be phrased as follows: given a game $G$ with optimal winning probability $1-\alpha$ and its repeated version $G^n$ (in which $n$ games are played together, in…
Collaboration is an integral part of human dialogue. Typical task-oriented dialogue games assign asymmetric roles to the participants, which limits their ability to elicit naturalistic role-taking in collaboration and its negotiation. We…
We propose a new form of human-machine interaction. It is a pictorial game consisting of interactive rounds of creation between artists and a machine. They repetitively paint one after the other. At its rounds, the computer partially…