Related papers: Mirror Games Against an Open Book Player
The cordiality game is played on a graph $G$ by two players, Admirable (A) and Impish (I), who take turns selecting \track{unlabeled} vertices of $G$. Admirable labels the selected vertices by $0$ and Impish by $1$, and the resulting label…
In this paper we quantize the Card Game. In the classical version of this game, one player (Alice) can always win with propability 2/3. But when the other player (Bob) is allowed to apply quantum strategy, the original unfair game turns…
In the Maker-Breaker resolving game, two players named Resolver and Spoiler alternately select unplayed vertices of a given graph $G$. The aim of Resolver is to select all the vertices of some resolving set of $G$, while Spoiler aims to…
Alice holds an random variable $X$, and Bob is trying to guess its value by asking questions of the form "is $X=x$?". Alice answers truthfully and the game terminates once Bob guesses correctly. Before the game begins, Bob is allowed to…
In 1901, Bouton proved that a winning strategy of the game of Nim is given by the bitwise XOR, called the nim-sum. But, why does such a weird binary operation work? Led by this question, this paper introduces a categorical reinterpretation…
We study biased Maker-Breaker positional games between two players, one of whom is playing randomly against an opponent with an optimal strategy. In this work we focus on the case of Breaker playing randomly and Maker being "clever". The…
We consider a biased version of Maker-Breaker domination games, which were recently introduced by Gledel, Ir{\v{s}}i{\v{c}}, and Klav{\v{z}}ar. Two players, Dominator and Staller, alternatingly claim vertices of a graph $G$ where Dominator…
We investigate a game played between two players, Maker and Breaker, on a countably infinite complete graph where the vertices are the rational numbers. The players alternately claim unclaimed edges. It is Maker's goal to have after…
A graceful labeling of a graph $G$ with $m$ edges consists of labeling the vertices of $G$ with distinct integers from $0$ to $m$ such that, when each edge is assigned as induced label the absolute difference of the labels of its endpoints,…
Ripple Effect is a logic puzzle where the player has to fill numbers into empty cells in a rectangular grid. The grid is divided into rooms, and each room must contain consecutive integers starting from 1 to its size. Also, if two cells in…
Toral introduced so-called cooperative Parrondo games, in which there are N players (3 or more) arranged in a circle. At each turn one player is randomly chosen to play. He plays either game A or game B, depending on the strategy. Game A…
We study a variant of the synchronization game on finite deterministic automata. In this game, Alice chooses one input letter of an automaton $A$ on each of her moves while Bob may respond with an arbitrary finite word over the input…
The class of Guaranteed Scoring Games (GS) are two-player combinatorial games with the property that Normal-play games (Conway et. al.) are ordered embedded into GS. They include, as subclasses, the scoring games considered by Milnor…
In a $(1:b)$ Maker-Breaker game, a primary question is to find the maximal value of $b$ that allows Maker to win the game (that is, the critical bias $b^*$). Erd\H{o}s conjectured that the critical bias for many Maker-Breaker games played…
In a seminal paper, Meyer [David Meyer, Phys. Rev. Lett. 82, 1052 (1999)] described the advantages of quantum game theory by looking at the classical penny flip game. A player using a quantum strategy can win against a classical player…
A combinatorial game is a two-player game without hidden information or chance elements. The main object of combinatorial game theory is to obtain the outcome, which player has a winning strategy, of a given combinatorial game. Positions of…
We consider a setting in which a principal gets to choose which game from some given set is played by a group of agents. The principal would like to choose a game that favors one of the players, the social preferences of the players, or the…
Consider a well-shuffled deck of cards of $n$ different types where each type occurs $m$ times. In a complete feedback game, a player is asked to guess the top card from the deck. After each guess, the top card is revealed to the player and…
We study two impartial games introduced by Anderson and Harary and further developed by Barnes. Both games are played by two players who alternately select previously unselected elements of a finite group. The first player who builds a…
We consider the following card guessing game with no feedback. An 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. One after…