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Lookahead search is perhaps the most natural and widely used game playing strategy. Given the practical importance of the method, the aim of this paper is to provide a theoretical performance examination of lookahead search in a wide…
In this paper, we present a novel approach using the Auto GPT system alongside Design Sprint methodology to facilitate board game creation for inexperienced users. We introduce the implementation of Auto GPT for generating diverse board…
In generative modeling, we often wish to produce samples that maximize a user-specified reward such as aesthetic quality or alignment with human preferences, a problem known as \textit{guidance}. Despite their widespread use, existing…
Inspired by scenarios where the strategic network design and defense or immunisation are of the central importance, Goyal et al. [3] defined a new Network Formation Game with Attack and Immunisation. The authors showed that despite the…
How many shuffles are needed to mix up a deck of cards? This question may be answered in the language of a random walk on the symmetric group, $S_{52}$. This generalises neatly to the study of random walks on finite groups, themselves a…
Learning in strategy games (e.g. StarCraft, poker) requires the discovery of diverse policies. This is often achieved by iteratively training new policies against existing ones, growing a policy population that is robust to exploit. This…
Chore division is the problem of fairly dividing some divisible, undesirable bad, such as a set of chores, among a number of players. Each player has their own valuation of the chores, and must be satisfied they did not receive more than…
Strategy iteration is a technique frequently used for two-player games in order to determine the winner or compute payoffs, but to the best of our knowledge no general framework for strategy iteration has been considered. Inspired by…
In this paper, we extend the Descent framework, which enables learning and planning in the context of two-player games with perfect information, to the framework of stochastic games. We propose two ways of doing this, the first way…
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…
The 2048 game involves tiles labeled with powers of two that can be merged to form bigger powers of two; variants of the same puzzle involve similar merges of other tile values. We analyze the maximum score achievable in these games by…
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…
Drafting in Magic the Gathering is a sub-game within a larger trading card game, where several players progressively build decks by picking cards from a common pool. Drafting poses an interesting problem for game and AI research due to its…
We present a generic strategy iteration algorithm (GSIA) to find an optimal strategy of a simple stochastic game (SSG). We prove the correctness of GSIA, and derive a general complexity bound, which implies and improves on the results of…
In the cyclic-to-random shuffle, we are given n cards arranged in a circle. At step k, we exchange the k'th card along the circle with a uniformly chosen random card. The problem of determining the mixing time of the cyclic-to-random…
E. Thorp introduced the following card shuffling model. Suppose the number of cards $n$ is even. Cut the deck into two equal piles. Drop the first card from the left pile or from the right pile according to the outcome of a fair coin flip.…
We consider a classical stochastic control problem in which a diffusion process is controlled by a withdrawal process up to a termination time. The objective is to maximize the expected discounted value of the withdrawals until the…
We introduce a game on graphs. By a theorem of Zermelo, each instance of the game on a finite graph is determined. While the general decision problem on which player has a winning strategy in a given instance of the game is unsolved, we…
We consider clustering player behavior and learning the optimal team composition for multiplayer online games. The goal is to determine a set of descriptive play style groupings and learn a predictor for win/loss outcomes. The predictor…
We consider concurrent games played on graphs. At every round of a game, each player simultaneously and independently selects a move; the moves jointly determine the transition to a successor state. Two basic objectives are the safety…