Related papers: Card Guessing with Partial Feedback
Online conformal prediction has demonstrated its capability to construct a prediction set for each incoming data point that covers the true label with a predetermined probability. To cope with potential distribution shift, multi-model…
Faced with a sequence of N binary events, such as coin flips (or Ising spins), it is natural to ask whether these events reflect some underlying dynamic signals or are just random. Plausible models for the dynamics of hidden biases lead to…
Juggling patterns can be described by a sequence of cards which keep track of the relative order of the balls at each step. This interpretation has many algebraic and combinatorial properties, with connections to Stirling numbers, Dyck…
The Kruskal Count is a card trick invented by Martin J. Kruskal in which a magician "guesses" a card selected by a subject according to a certain counting procedure. With high probability the magician can correctly "guess" the card. The…
Quantum guessing games form a versatile framework for studying different tasks of information processing. A quantum guessing game with posterior information uses quantum systems to encode messages and classical communication to give partial…
"Guess Who?" is a popular two player game where players ask "Yes"/"No" questions to search for their opponent's secret identity from a pool of possible candidates. This is modeled as a simple stochastic game. Using this model, the optimal…
This paper presents an analysis of data from a gift-exchange-game experiment. The experiment was described in `The Impact of Social Comparisons on Reciprocity' by G\"achter et al. 2012. Since this paper uses state-of-art data science…
In a function that takes its inputs from various players, the effect of a player measures the variation he can cause in the expectation of that function. In this paper we prove a tight upper bound on the number of players with large effect,…
In an earlier experiment, participants played a perfect information game against a computer, which was programmed to deviate often from its backward induction strategy right at the beginning of the game. Participants knew that in each game,…
Consider a permutation $\sigma\in S_n$ as a deck of cards numbered from 1 to $n$ and laid out in a row, where $\sigma_j$ denotes the number of the card that is in the $j$-th position from the left.\rm\ We study some probabilistic and…
We calculated a fixed strategy that minimizes the average number of guesses (minimum strategy) for the number-guessing game MOO by exhaustive search. Although the minimum strategy for a similar game, mastermind, has been reported, this…
Research in the area of secure multi-party computation using a deck of playing cards, often called card-based cryptography, started from the introduction of the five-card trick protocol to compute the logical AND function by den Boer in…
In this note, we introduce a distributed twist on the classic coupon collector problem: a set of $m$ collectors wish to each obtain a set of $n$ coupons; for this, they can each sample coupons uniformly at random, but can also meet in…
We study how many riffle shuffles are required to mix n cards if only certain features of the deck are of interest, e.g. suits disregarded or only the colors of interest. For these features, the number of shuffles drops from 3/2 log_2(n) to…
Humor is an inherently social phenomenon, with humorous utterances shaped by what is socially and culturally accepted. Understanding humor is an important NLP challenge, with many applications to human-computer interactions. In this work we…
A pile-scramble shuffle is one of the most effective shuffles in card-based cryptography. Indeed, many card-based protocols are constructed from pile-scramble shuffles. This article aims to study the power of pile-scramble shuffles. In…
In two-player finite-state stochastic games of partial observation on graphs, in every state of the graph, the players simultaneously choose an action, and their joint actions determine a probability distribution over the successor states.…
We study the cutoff phenomenon for generalized riffle shuffles where, at each step, the deck of cards is cut into a random number of packs of multinomial sizes which are then riffled together.
A tournament is a directed graph T such that every pair of vertices are connected by an arc. A feedback vertex set is a set S of vertices in T such that T - S is acyclic. In this article we consider the Feedback Vertex Set problem in…
Classical game theory treats players as special---a description of a game contains a full, explicit enumeration of all players---even though in the real world, "players" are no more fundamentally special than rocks or clouds. It isn't…