Related papers: Turing Completeness and Sid Meier's Civilization
Recent progress in Game AI has demonstrated that given enough data from human gameplay, or experience gained via simulations, machines can rival or surpass the most skilled human players in classic games such as Go, or commercial computer…
Game balancing is an important part of the (computer) game design process, in which designers adapt a game prototype so that the resulting gameplay is as entertaining as possible. In industry, the evaluation of a game is often based on…
We study two natural problems about rational behaviors in multiplayer non-zero-sum sequential infinite duration games played on graphs: checking problems, that consist in deciding whether a strategy profile, defined by a Mealy machine, is…
Human computation games (HCGs) can provide novel solutions to intractable computational problems, help enable scientific breakthroughs, and provide datasets for artificial intelligence. However, our knowledge about how to design and deploy…
We prove that Cypher 25, the graph query language of Neo4j, is Turing-complete. The proof shows that a single RETURN statement using reduce(), CASE expressions, and list comprehensions can simulate any 2-counter machine (Minsky 1967). We…
In repeated games, players choose actions concurrently at each step. We consider a parameterized setting of repeated games in which the players form a population of an arbitrary size. Their utility functions encode a reachability objective.…
This article aims at providing signal machines as small as possible able to perform any computation (in the classical understanding). After presenting signal machines, it is shown how to get universal ones from Turing machines,…
We consider Turing machines as actions over configurations in $\Sigma^{\mathbb{Z}^d}$ which only change them locally around a marked position that can move and carry a particular state. In this setting we study the monoid of Turing machines…
We study a class of nonlocal games, called transitive games, for which the set of perfect strategies forms a semigroup. We establish several interesting correspondences of bisynchronous transitive games with the theory of compact quantum…
Bertrand et al. [1] (LMCS 2019) describe two-player zero-sum games in which one player tries to achieve a reachability objective in $n$ games (on the same finite arena) simultaneously by broadcasting actions, and where the opponent has full…
Games potentially provide a wealth of knowledge about our shared cultural past and the development of human civilisation, but our understanding of early games is incomplete and often based on unreliable reconstructions. This paper describes…
The generalization of decision-making agents encompasses two fundamental elements: learning from past experiences and reasoning in novel contexts. However, the predominant emphasis in most interactive environments is on learning, often at…
Universal Turing Machines [29, 10, 18] are well known in computer science but they are about manual programming for general purposes. Although human children perform conscious learning (i.e., learning while being conscious) from infancy…
Serious games are defined as applied games that focus on the gamification of an experience (e.g., learning and training activities) and are not strictly for entertainment purposes. In recent years, serious games have become increasingly…
This paper addresses zero-sum ``turn'' games, in which only one player can make decisions at each state. We show that pure saddle-point state-feedback policies for turn games can be constructed from dynamic programming fixed-point equations…
Universality is one of the most important ideas in computability theory. There are various criteria of simplicity for universal Turing machines. Probably the most popular one is to count the number of states/symbols. This criterion is more…
We propose Token Turing Machines (TTM), a sequential, autoregressive Transformer model with memory for real-world sequential visual understanding. Our model is inspired by the seminal Neural Turing Machine, and has an external memory…
Evidence games study situations where a sender persuades a receiver by selectively disclosing hard evidence about an unknown state of the world. Evidence games often have multiple equilibria. Hart et al. (2017) propose to focus on…
The Step out-Step in sequencing game is a particular example of a game from the sequencing game framework of Curiel, Perderzoli, and Tijs, where coalitions of players in a queue may reorder themselves to improve the their overall cost,…
We consider zero-sum stochastic games with perfect information and finitely many states and actions. The payoff is computed by a function which associates to each infinite sequence of states and actions a real number. We prove that if the…