Related papers: Guessing about Guessing: Practical Strategies for …
Betting games provide a natural setting to capture how information yields strategic advantage. The Kelly criterion for betting, long a cornerstone of portfolio theory and information theory, admits an interpretation in the limit of…
Poker is in the family of imperfect information games unlike other games such as chess, connect four, etc which are perfect information game instead. While many perfect information games have been solved, no non-trivial imperfect…
Two-player zero-sum repeated games are well understood. Computing the value of such a game is straightforward. Additionally, if the payoffs are dependent on a random state of the game known to one, both, or neither of the players, the…
In this paper, we propose a probabilistic game-theoretic model to study the properties of the worst-case regret of the greedy strategy under complete (Knightian) uncertainty. In a game between a decision-maker (DM) and an adversarial agent…
We define a new concept of "mistake" strategies and actions for strategic-form and extensive-form games, analyze the relationship to prior main game-theoretic solution concepts, study algorithms for computation, and explore practicality.…
Suppose some cleverness score parameter is sufficiently interesting to be defined and then measured, perhaps for different strata of specialists or for the broader population. Such phenomena could have Gaussian distributions, when it comes…
In imperfect information games (e.g. Bridge, Skat, Poker), one of the fundamental considerations is to infer the missing information while at the same time avoiding the disclosure of private information. Disregarding the issue of protecting…
Game theory is widely used as a behavioral model for strategic interactions in biology and social science. It is common practice to assume that players quickly converge to an equilibrium, e.g. a Nash equilibrium. This can be studied in…
We give elementary examples within a framework for studying decisions under uncertainty where probabilities are only roughly known. The framework, in gambling terms, is that the size of a bet is proportional to the gambler's perceived…
We consider a two-player search game on a tree $T$. One vertex (unknown to the players) is randomly selected as the target. The players alternately guess vertices. If a guess $v$ is not the target, then both players are informed in which…
We explore the twin questions of when and why the strategy method creates behavioral distortions in the elicitation of choices in laboratory studies of sequential games. While such distortions have been widely documented, the theoretical…
Every interaction of a living organism with its environment involves the placement of a bet. Armed with partial knowledge about a stochastic world, the organism must decide its next step or near-term strategy, an act that implicitly or…
We introduce the concept of budget games. Players choose a set of tasks and each task has a certain demand on every resource in the game. Each resource has a budget. If the budget is not enough to satisfy the sum of all demands, it has to…
A checkers-like model game with a simplified set of rules is studied through extensive simulations of agents with different expertise and strategies. The introduction of complementary strategies, in a quite general way, provides a tool to…
N players are randomly fitted with a colored hat (q different colors). All players guess simultaneously the color of their own hat observing only the hat colors of the other N-1 players. The team wins if all players guess right. No…
Choosing a hard-to-guess secret is a prerequisite in many security applications. Whether it is a password for user authentication or a secret key for a cryptographic primitive, picking it requires the user to trade-off usability costs with…
Probabilistic concurrent/distributed strategies have so far not been investigated thoroughly in the context of imperfect information, where the Player has only partial knowledge of the moves made by the Opponent. In a situation where the…
Consider a randomly shuffled deck of $2n$ cards with $n$ red cards and $n$ black cards. We study the average number of moves it takes to go from a randomly shuffled deck to a deck that alternates in color by performing the following move:…
The present research examines two problems inherent to the creation of crowdsourcing games: how to give feedback when the right answer is not always known by the game and how much time to give players without sacrificing data quality. Taken…
Poker is one of the most popular card games, whose rational investigation represents also one of the major challenges in several scientific areas, spanning from information theory and artificial intelligence to game theory and statistical…