Related papers: Wordle is NP-hard
We study the problem of approximating the value of a Unique Game instance in the streaming model. A simple count of the number of constraints divided by $p$, the alphabet size of the Unique Game, gives a trivial $p$-approximation that can…
In this paper we introduce a new game; in this game there are two players who play as rival pirate gangs. The goal is to gather more treasure than your rival. The game is played on a graph and a player gathers treasure by moving to an…
We consider the $n\times n$ game of Phutball. It is shown that, given an arbitrary position of stones on the board, it is a PSPACE-hard problem to determine whether the specified player can win the game, regardless of the opponent's choices…
Calculating the probability of an individual solution being selected under lexicase selection is an important problem in attempts to develop a deeper theoretical understanding of lexicase selection, a state-of-the art parent selection…
This paper presents a new model of WordNet that is used to disambiguate the correct sense of polysemy word based on the clue words. The related words for each sense of a polysemy word as well as single sense word are referred to as the clue…
We study the randomized query complexity of approximate Nash equilibria (ANE) in large games. We prove that, for some constant $\epsilon>0$, any randomized oracle algorithm that computes an $\epsilon$-ANE in a binary-action, $n$-player game…
We develop methods to formally describe and compare games, in order to probe questions of game structure and design, and as a stepping stone to predicting player behavior from design patterns. We define a grammar-like formalism to describe…
DPLL and resolution are two popular methods for solving the problem of propositional satisfiability. Rather than algorithms, they are families of algorithms, as their behavior depend on some choices they face during execution: DPLL depends…
Probabilistic puzzles can be confusing, partly because they are formulated in natural languages - full of unclarities and ambiguities - and partly because there is no widely accepted and intuitive formal language to express them. We propose…
We consider a card guessing game with complete feedback. An ordered deck of $n$ cards labeled $1$ up to $n$ is riffle-shuffled exactly one time. Given a value $p\in(0{,}1)\setminus\{\frac12\}$, the riffle shuffle is assumed to be…
For an NP intersect coNP function g of the Nisan-Wigderson type and a string b outside its range we consider a two player game on a common input a to the function. One player, a computationally limited Student, tries to find a bit of g(a)…
We study two-player inclusion games played over word-generating higher-order recursion schemes. While inclusion checks are known to capture verification problems, two-player games generalize this relationship to program synthesis. In such…
The Connections puzzle is a word association game published daily by The New York Times (NYT). In this game, players are asked to find groups of four words that are connected by a common theme. While solving a given Connections puzzle…
Current NLP datasets targeting ambiguity can be solved by a native speaker with relative ease. We present Cryptonite, a large-scale dataset based on cryptic crosswords, which is both linguistically complex and naturally sourced. Each…
Words of estimative probability (WEP) are expressions of a statement's plausibility (probably, maybe, likely, doubt, likely, unlikely, impossible...). Multiple surveys demonstrate the agreement of human evaluators when assigning numerical…
Digital learning platforms enable students to learn on a flexible and individual schedule as well as providing instant feedback mechanisms. The field of STEM education requires students to solve numerous training exercises to grasp…
Dialogue games are two-player logic games between a Proponent who puts forward a logical formula A as valid or true and an Opponent who disputes this. An advantage of the dialogical approach is that it is a uniform framework from which…
In this work we face a challenging puzzle video game: A Good Snowman is Hard to Build. The objective of the game is to build snowmen by moving and stacking snowballs on a discrete grid. For the sake of player engagement with the game, it is…
The New York Times Connections game has emerged as a popular and challenging pursuit for word puzzle enthusiasts. We collect 438 Connections games to evaluate the performance of state-of-the-art large language models (LLMs) against expert…
Consider a very simple class of (finite) games: after an initial move by nature, each player makes one move. Moreover, the players have common interests: at each node, all the players get the same payoff. We show that the problem of…