Related papers: Finding a Winning Strategy for Wordle is NP-comple…
We consider election scenarios with incomplete information, a situation that arises often in practice. There are several models of incomplete information and accordingly, different notions of outcomes of such elections. In one well-studied…
Consider a card guessing game with complete feedback in which a deck of $n$ cards ordered $1,\dots, n$ is riffle-shuffled once. With the goal to maximize the number of correct guesses, a player guesses cards from the top of the deck one at…
We investigate certain word-construction games with variable turn orders. In these games, Alice and Bob take turns on choosing consecutive letters of a word of fixed length, with Alice winning if the result lies in a predetermined target…
We consider a card guessing game with complete feedback. A ordered deck of n cards labeled 1 up to n is riffle-shuffled exactly one time. Then, the goal of the game is to maximize the number of correct guesses of the cards, where one after…
We adopt the distribution and expectation of guessing times in game Wordle as metrics to predict the difficulty of words and explore their influence factors. In order to predictthe difficulty distribution, we use Monte Carlo to simulate the…
We investigate certain word-construction games with variable turn orders. In these games, Alice and Bob take turns on choosing consecutive letters of a word of fixed length, with Alice winning if the result lies in a predetermined target…
Admissibility has been studied for games of infinite duration with Boolean objectives. We extend here this study to games of infinite duration with quantitative objectives. First, we show that, un- der the assumption that optimal worst-case…
Naming game simulates the process of naming an object by a single word, in which a population of communicating agents can reach global consensus asymptotically through iteratively pair-wise conversations. We propose an extension of the…
The technique of guessing can be very fruitful when dealing with sequences which arise in practice. This holds true especially when guessing is performed algorithmically and efficiently. One highly useful tool for this purpose is the…
We prove computational intractability of variants of checkers: (1) deciding whether there is a move that forces the other player to win in one move is NP-complete; (2) checkers where players must always be able to jump on their turn is…
We show that, in John Conway's board game Phutball (or Philosopher's Football), it is NP-complete to determine whether the current player has a move that immediately wins the game. In contrast, the similar problems of determining whether…
To investigate how consensus is reached on a large self-organized peer-to-peer network, we extended the naming game model commonly used in language and communication to Naming Game in Groups (NGG). Differing from other existing naming game…
"Guess Who?" is a popular two player game where players ask "Yes"/"No" questions to search for their opponent's secret identity from a pool of possible candidates. This is modeled as a simple stochastic game. Using this model, the optimal…
Partially-ordered set games, also called poset games, are a class of two-player combinatorial games. The playing field consists of a set of elements, some of which are greater than other elements. Two players take turns removing an element…
Synthesis of bulletproof strategies in imperfect information scenarios is a notoriously hard problem. In this paper, we suggest that it is sometimes a viable alternative to aim at "reasonably good" strategies instead. This makes sense not…
This paper presents a new model for word sense disambiguation formulated in terms of evolutionary game theory, where each word to be disambiguated is represented as a node on a graph whose edges represent word relations and senses are…
In this paper, we describe adaptation of a simple word guessing game that occupied the hearts and minds of people around the world. There are versions for all three Baltic countries and even several versions of each. We specifically pay…
We propose a two-agent game wherein a questioner must be able to conjure discerning questions between sentences, incorporate responses from an answerer, and keep track of a hypothesis state. The questioner must be able to understand the…
We developed a system able to automatically solve logical puzzles in natural language. Our solution is composed by a parser and an inference module. The parser translates the text into first order logic (FOL), while the MACE4 model finder…
As a contribution to the challenge of building game-playing AI systems, we develop and analyse a formal language for representing and reasoning about strategies. Our logical language builds on the existing general Game Description Language…