Related papers: Card Guessing with Partial Feedback
We study a cooperative game in which each member of a team of $N$ players, wearing coloured hats and situated at the vertices of a cycle graph $C_N$, is guessing their own hat colour merely on the basis of observing the hats worn by their…
Each voter $i \in I$ has $\alpha_i$ cards that (s)he distributes among the candidates $a \in A$ as a measure of approval. One (or several) candidate(s) who received the maximum number of cards is (are) elected. We provide polynomial…
Ripple Effect is a logic puzzle where the player has to fill numbers into empty cells in a rectangular grid. The grid is divided into rooms, and each room must contain consecutive integers starting from 1 to its size. Also, if two cells in…
Let a deck of n cards be shuffled by successively exchanging the cards in positions 1, 2, ..., n with cards in randomly chosen positions. We show that for n equal to 18 or greater, the identity permutation is the most likely. We prove a…
We study an elementary two-player card game where in each round players compare cards and the holder of the smallest card wins. Using the rate equations approach, we treat the stochastic version of the game in which cards are drawn…
Alice and Bob take turns (with Alice playing first) in declaring numbers from the set $[1,2N]$. If a player declares a number that was previously declared, that player looses and the other player wins. If all numbers are declared without…
While the problem of determining the representation number of an arbitrary word-representable graph is NP-hard, this problem is open even for bipartite graphs. The representation numbers are known for certain bipartite graphs including all…
Over time, there have hen refinements in the way that probability distributions are used for representing beliefs. Models which rely on single probability distributions depict a complete ordering among the propositions of interest, yet…
This work studies the distributed learning process on a network of agents. Agents make partial observation about an unknown hypothesis and iteratively share their beliefs over a set of possible hypotheses with their neighbors to learn the…
In repeated interactions between individuals, we do not expect that exactly the same situation will occur from one time to another. Contrary to what is common in models of repeated games in the literature, most real situations may differ a…
We consider an extension of the setting of label ranking, in which the learner is allowed to make predictions in the form of partial instead of total orders. Predictions of that kind are interpreted as a partial abstention: If the learner…
The best known lower and upper bounds on the mixing time for the random-to-random insertions shuffle are $(1/2-o(1))n\log n$ and $(2+o(1))n\log n$. A long standing open problem is to prove that the mixing time exhibits a cutoff. In…
The purpose of this short article is to announce, and briefly describe, a Maple package, PARTITIONS, that (inter alia) completely automatically discovers, and then proves, explicit expressions (as sums of quasi-polynomials) for pm(n) for…
Traditional economic models typically treat private information, or signals, as generated from some underlying state. Recent work has explicated alternative models, where signals correspond to interpretations of available information. We…
We prove a theorem that reduces bounding the mixing time of a card shuffle to verifying a condition that involves only pairs of cards, then we use it to obtain improved bounds for two previously studied models. E. Thorp introduced the…
Consider a bin containing $n$ balls colored with two colors. In a $k$-query, $k$ balls are selected by a questioner and the oracle's reply is related (depending on the computation model being considered) to the distribution of colors of the…
We present and study a partial-information model of online learning, where a decision maker repeatedly chooses from a finite set of actions, and observes some subset of the associated losses. This naturally models several situations where…
We study games of chance (e.g., pokers, dices, horse races) in the form of agents' first-order posterior beliefs about game outcomes. We ask for any profile of agents' posterior beliefs, is there a game that can generate these beliefs? We…
We bound expected capture time and throttling number for the cop versus gambler game on a connected graph with $n$ vertices, a variant of the cop versus robber game that is played in darkness, where the adversary hops between vertices using…
The visual style of game elements considerably contributes to the overall experience. Aesthetics influence player appeal, while the abilities of game pieces define their in-game functionality. In this paper, we investigate how the visual…