Related papers: Prisoners, Rooms, and Lightswitches
In this paper, we consider the setting of piecewise i.i.d. bandits under a safety constraint. In this piecewise i.i.d. setting, there exists a finite number of changepoints where the mean of some or all arms change simultaneously. We…
We prove computational intractability of variants of checkers: (1) deciding whether there is a move that forces the other player to win in one move is NP-complete; (2) checkers where players must always be able to jump on their turn is…
We theoretically analyze the Cops and Robber Game for the first time in a multidimensional grid. It is shown that for an $n$-dimensional grid, at least $n$ cops are necessary to ensure capture of the robber. We also present a set of cop…
An important feature of a dynamic game is its monitoring structure namely, what the players effectively see from the played actions. We consider games with arbitrary monitoring structures. One of the purposes of this paper is to know to…
Punishment is a common tactic to sustain cooperation and has been extensively studied for a long time. While most of previous game-theoretic work adopt the imitation learning where players imitate the strategies who are better off, the…
A permutation p is realized by the shift on N symbols if there is an infinite word on an N-letter alphabet whose successive left shifts by one position are lexicographically in the same relative order as p. The set of realized permutations…
A new evolutionary solution to Prisoner Dilemma situations is proposed in this paper. A specific genetic code may have different phenotypes, meaning different strategies for different individuals carrying that gene. This means that, under…
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…
This paper describes a new mechanism that might help with defining pattern sequences, by the fact that it can produce an upper bound on the ensemble value that can persistently oscillate with the actual values produced from each pattern.…
We study a new reconfiguration problem inspired by classic mechanical puzzles: a colored token is placed on each vertex of a given graph; we are also given a set of distinguished cycles on the graph. We are tasked with rearranging the…
It has been an old unsolved puzzle to evolutionary theorists on which mechanisms would increase large-scale cooperation in human societies. Thus, how such mechanisms operate in a biological network is still not very understood. This study…
This paper addresses a mathematically tractable model of the Prisoner's Dilemma using the framework of active inference. In this work, we design pairs of Bayesian agents that are tracking the joint game state of their and their opponent's…
We study a spatial Prisoner's dilemma game with two types (A and B) of players located on a square lattice. Players following either cooperator or defector strategies play Prisoner's Dilemma games with their 24 nearest neighbors. The…
A finite-horizon variant of the quickest change detection problem is investigated, which is motivated by a change detection problem that arises in piecewise stationary bandits. The goal is to minimize the \emph{latency}, which is smallest…
A sorting network is a shortest path from 12...n to n...21 in the Cayley graph of S_n generated by nearest-neighbor swaps. For m<=n, consider the random m-particle sorting network obtained by choosing an n-particle sorting network uniformly…
We investigate an evolutionary prisoner's dilemma game among self-driven agents, where collective motion of biological flocks is imitated through averaging directions of neighbors. Depending on the temptation to defect and the velocity at…
Maintenance of cooperation was studied for a two-strategy evolutionary Prisoner's Dilemma game where the players are located on a one-dimensional chain and their payoff comes from games with the nearest and next-nearest neighbor…
Motivated by the fact that humans like some level of unpredictability or novelty, and might therefore get quickly bored when interacting with a stationary policy, we introduce a novel non-stationary bandit problem, where the expected reward…
We identify a fundamental phenomenon of heterogeneous one dimensional random walks: the escape (traversal) time is maximized when the heterogeneity in transition probabilities forms a pyramid-like potential barrier. This barrier corresponds…
In the last few decades, numerous experiments have shown that humans do not always behave so as to maximize their material payoff. Cooperative behavior when non-cooperation is a dominant strategy (with respect to the material payoffs) is…