Related papers: The Penney's Game with Group Action
Subtraction games are a class of impartial combinatorial games whose positions correspond to nonnegative integers and whose moves correspond to subtracting one of a fixed set of numbers from the current position. Though they are easy to…
Combinatorial Game Theory has also been called `additive game theory', whenever the analysis involves sums of independent game components. Such {\em disjunctive sums} invoke comparison between games, which allows abstract values to be…
We define the family of {\it locally path-bounded} digraphs, which is a class of infinite digraphs, and show that on this class it is relatively easy to compute an optimal strategy (winning or nonlosing); and realize a win, when possible,…
In this paper we survey recent developments in the theory of groups acting on $\Lambda$-trees. We are trying to unify all significant methods and techniques, both classical and recently developed, in an attempt to present various faces of…
In an investigation of the applications of Combinatorial Game Theory to chess, we construct novel mutual Zugzwang positions, explain an otherwise mysterious pawn endgame from "A Guide to Chess Endings" (Euwe and Hooper), show positions…
The semigroup game is a two-person zero-sum game defined on a semigroup S as follows: Players 1 and 2 choose elements x and y in S, respectively, and player 1 receives a payoff f(xy) defined by a function f from S to [-1,1]. If the…
We begin by reviewing and proving the basic facts of combinatorial game theory. We then consider scoring games (also known as Milnor games or positional games), focusing on the "fixed-length" games for which all sequences of play terminate…
We consider turn-based game arenas for which we investigate uniformity properties of strategies. These properties involve bundles of plays, that arise from some semantical motive. Typically, we can represent constraints on allowed…
In the Penney-Ante game, Player I chooses a head/tail string of a predetermined length $n\ge3$. Player II, upon seeing Player I's choice, chooses another head/tail string of the same length. A coin is then tossed repeatedly and the player…
Penney's Ante exhibits non-transitivity when two target strings race to appear in a shared stream of coin tosses. We study instead independent string races, where each player observes their own independent and identically distributed…
We continue the investigation of finite-duration variants of infinite-duration games by extending known results for games played on finite graphs to those played on infinite ones. In particular, we establish an equivalence between pushdown…
We introduce the notion of unavoidable (complete) sets of word patterns, which is a refinement for that of words, and study certain numerical characteristics for unavoidable sets of patterns. In some cases we employ the graph of pattern…
We consider the set of finite random words $\mathcal A^\star$, with independent letters drawn from a finite or infinite totally ordered alphabet according to a general probability distribution. On a specific subset of $\mathcal A^\star$,…
We compare games under delayed control and delay games, two types of infinite games modelling asynchronicity in reactive synthesis. Our main result, the interreducibility of the existence of sure winning strategies for the protagonist,…
Mean-payoff games are important quantitative models for open reactive systems. They have been widely studied as games of full observation. In this paper we investigate the algorithmic properties of several sub-classes of mean-payoff games…
Viewing Dehn's algorithm as a rewriting system, we generalise to allow an alphabet containing letters which do not necessarily represent group elements. This extends the class of groups for which the algorithm solves the word problem to…
We consider a setting where one has to organize one or several group activities for a set of agents. Each agent will participate in at most one activity, and her preferences over activities depend on the number of participants in the…
Group polarization, the phenomenon where individuals become more extreme after interacting, has been gaining attention, especially with the rise of social media shaping people's opinions. Recent interest has emerged in formal reasoning…
Combinatorial Scoring games, with the property `extra pass moves for a player does no harm', are characterized. The characterization involves an order embedding of Conway's Normal-play games. Also, we give a theorem for comparing games with…
We introduce a problem set-up we call the Iterated Matching Pennies (IMP) game and show that it is a powerful framework for the study of three problems: adversarial learnability, conventional (i.e., non-adversarial) learnability and…