Related papers: Turing Completeness and Sid Meier's Civilization
We establish some general schemes relating the computational complexity of a video game to the presence of certain common elements or mechanics, such as destroyable paths, collectible items, doors opened by keys or activated by buttons or…
Multiway Turing machines (also known as nondeterministic Turing machines or NDTMs) with explicit, simple rules are studied. Even very simple rules are found to generate complex behavior, characterized by complex multiway graphs, that can be…
Braid is a 2008 puzzle game centered around the ability to reverse time. We show that Braid can simulate an arbitrary computation. Our construction makes no use of Braid's unique time mechanics, and therefore may apply to many other video…
In this article, we prove the completeness of the following game search algorithms: unbounded best-first minimax with completion and descent with completion, i.e. we show that, with enough time, they find the best game strategy. We then…
The famous problem of Busy Beavers can be stated as the question on how long a $n$-state Turing machine (using a 2-symbol alphabet or -- in a generalization -- a $m$-symbol alphabet) can run if it is started on the blank tape before it…
In this short note, we propose a unified framework that bridges three areas: (1) a flipped perspective on the Turing Test, the "dual Turing test", in which a human judge's goal is to identify an AI rather than reward a machine for…
This paper discusses "computational" systems capable of "computing" functions not computable by predefined Turing machines if the systems are not isolated from their environment. Roughly speaking, these systems can change their finite…
In the 1960's Gisbert Hasenjaeger built Turing Machines from electromechanical relays and uniselectors. Recently, Glaschick reverse engineered the program of one of these machines and found that it is a universal Turing machine. In fact,…
We propose a unifying additive theory for standard conventions in Combinatorial Game Theory, including normal-, mis\`ere- and scoring-play, studied by Berlekamp, Conway, Dorbec, Ettinger, Guy, Larsson, Milley, Neto, Nowakowski, Renault,…
Priced timed games are optimal-cost reachability games played between two players---the controller and the environment---by moving a token along the edges of infinite graphs of configurations of priced timed automata. The goal of the…
Mean-payoff games on timed automata are played on the infinite weighted graph of configurations of priced timed automata between two players, Player Min and Player Max, by moving a token along the states of the graph to form an infinite…
Intelligent machines with superhuman capabilities have the potential to uncover problem-solving strategies beyond human discovery. Emerging evidence from competitive gameplay, such as Go and chess, demonstrates that AI systems are evolving…
We investigate zero-sum turn-based two-player stochastic games in which the objective of one player is to maximize the amount of rewards obtained during a play, while the other aims at minimizing it. We focus on games in which the minimizer…
We study a generalisation of B\"uchi-Landweber games to the timed setting. The winning condition is specified by a non-deterministic timed automaton, and one of the players can elapse time. We perform a systematic study of synthesis…
The Turing Test is no longer adequate for distinguishing human and machine intelligence. With advanced artificial intelligence systems already passing the original Turing Test and contributing to serious ethical and environmental concerns,…
This paper describes the formal verification of two Turing machines using the program verifier Dafny. Both machines are deciders, so we prove total correctness. They are typical first examples of Turing machines used in any course of…
In a reachability-time game, players Min and Max choose moves so that the time to reach a final state in a timed automaton is minimised or maximised, respectively. Asarin and Maler showed decidability of reachability-time games on strongly…
We study an abstract group of reversible Turing machines. In our model, each machine is interpreted as a homeomorphism over a space which represents a tape filled with symbols and a head carrying a state. These homeomorphisms can only…
Tetravex is a widely played one person computer game in which you are given $n^2$ unit tiles, each edge of which is labelled with a number. The objective is to place each tile within a $n$ by $n$ square such that all neighbouring edges are…
Although many game-theoretic models replicate real interactions that often rely on natural language, explicit study of games where language is central to strategic interaction remains limited. This paper introduces the \emph{conversation…