Related papers: Guessing about Guessing: Practical Strategies for …
We show that in a variant of the Minority Game problem, the agents can reach a state of maximum social efficiency, where the fluctuation between the two choices is minimum, by following a simple stochastic strategy. By imagining a social…
Balancing an ever growing strategic game of high complexity, such as Hearthstone is a complex task. The target of making strategies diverse and customizable results in a delicate intricate system. Tuning over 2000 cards to generate the…
We study sequential language games in which two players, each with private information, communicate to achieve a common goal. In such games, a successful player must (i) infer the partner's private information from the partner's messages,…
The card-cyclic-to-random shuffle is the card shuffle where the $n$ cards are labeled $1,\ldots,n$ according to their starting positions. Then the cards are mixed by first picking card $1$ from the deck and reinserting it at a uniformly…
In the classical secretary problem, one attempts to find the maximum of an unknown and unlearnable distribution through sequential search. In many real-world searches, however, distributions are not entirely unknown and can be learned…
Strategic decisions are often made over multiple periods of time, wherein decisions made earlier impact a competitor's success in later stages. In this paper, we study these dynamics in General Lotto games, a class of models describing the…
Synthesis of bulletproof strategies in imperfect information scenarios is a notoriously hard problem. In this paper, we suggest that it is sometimes a viable alternative to aim at "reasonably good" strategies instead. This makes sense not…
We present an extended version of the Iterated Prisoner's Dilemma game in which agents with limited memory receive recommendations about the unknown opponent to decide whether to play with. Since agents can receive more than one…
We study two-player reachability games on finite graphs. At each state the interaction between the players is concurrent and there is a stochastic Nature. Players also play stochastically. The literature tells us that 1) Player B, who wants…
It is well-known that for infinitely repeated games, there are computable strategies that have best responses, but no computable best responses. These results were originally proved for either specific games (e.g., Prisoner's dilemma), or…
The network coloring game has been proposed in the literature of social sciences as a model for conflict-resolution circumstances. The players of the game are the vertices of a graph with $n$ vertices and maximum degree $\Delta$. The game…
Using methods from the statistical mechanics of disordered systems we analyze the properties of bimatrix games with random payoffs in the limit where the number of pure strategies of each player tends to infinity. We analytically calculate…
We study a class of two-player repeated games with incomplete information and informational externalities. In these games, two states are chosen at the outset, and players get private information on the pair, before engaging in repeated…
In this paper we introduce novel algorithmic strategies for effciently playing two-player games in which the players have different or identical player roles. In the case of identical roles, the players compete for the same objective (that…
The game show Lucky 13 differs from other television game shows in that contestants are required to place a bet on their own knowledge of trivia by selecting a range that contains the number of questions that they answered correctly. We…
In this paper, we study some cards shuffles which are used by magicians. We focus ourselves on the possibility to hit eventually the initial state after several shuffles. This is a classical problem arising in discrete dynamical systems.…
We propose a general approach to quantitatively assessing the risk and vulnerability of artificial intelligence (AI) systems to biased decisions. The guiding principle of the proposed approach is that any AI algorithm must outperform a…
In many competitive settings, from education to politics, rules do not reward effort evenly, and thresholds (e.g., grade cutoffs or electoral majorities) make some moments disproportionately important. Success thus depends on efficiently…
The multiplication game is a two-person game in which each player chooses a positive integer without knowledge of the other player's number. The two numbers are then multiplied together and the first digit of the product determines the…
Predicting and improving player retention is crucial to the success of mobile Free-to-Play games. This paper explores the problem of rapid retention prediction in this context. Heuristic modeling approaches are introduced as a way of…