Related papers: Measuring Board Game Distance
The aim of the present note is to show that the method of our paper ArXiv:2408.11400 with minor extra efforts can be extended to obtain upper bounds for the Bures distance between quantum Gaussian states. We argue that these bounds are…
We obtain the estimate of difference between binomial and generalized binomial distributions in $\chi^2$ metric and in several other related metrics
Different errors that occur in video games are often referred to as glitches or bugs. The goal of this exploratory research is to understand how these glitches and bugs within video games affect a players experience. To do this, I reviewed…
In this short note we consider the finite-dimensional distributions of sets of states generated by dispersing billiards with a random initial condition. We establish a functional correlation bound on the distance between the…
This paper provides an estimate for the handicap effect in the go game, a board game widely played in Asia and other parts of the world. The estimation utilizes a unique handicap assignment rule of the game, where the amount of handicaps…
We consider two-player games played over finite state spaces for an infinite number of rounds. At each state, the players simultaneously choose moves; the moves determine a successor state. It is often advantageous for players to choose…
We present a conceptually simple and intuitive method to calculate and to measure the dissimilarities among 2D shapes. Several methods to interpret and to visualize the resulting dissimilarity matrix are presented and compared.
In this paper, an evidential distance measure is proposed which can measure the difference or dissimilarity between complex basic belief assignments (CBBAs), in which the CBBAs are composed of complex numbers. When the CBBAs are degenerated…
We propose a numerical method for stationary Mean Field Games defined on a network. In this framework a correct approximation of the transition conditions at the vertices plays a crucial role. We prove existence, uniqueness and convergence…
Unobtrusive monitoring of distances between people indoors is a useful tool in the fight against pandemics. A natural resource to accomplish this are surveillance cameras. Unlike previous distance estimation methods, we use a single,…
We study strategic similarity of game positions in two-player extensive games of perfect information, by looking at the structure of their local game trees, with the aim of improving the performance of game playing agents in detecting…
Pairwise comparison matrices are widely used in Multicriteria Decision Making. This article applies incomplete pairwise comparison matrices in the area of sport tournaments, namely proposing alternative rankings for the 2010 Chess Olympiad…
We investigate the size of the distance set determined by two subsets of finite dimensional vector spaces over finite fields. A lower bound of the size is given explicitly in terms of cardinalities of the two subsets. As a result, we…
Under certain assumptions in terms of information and models, equilibria correspond to possible stable outcomes in conflicting or cooperative scenarios where rational entities interact. For wireless engineers, it is of paramount importance…
As the complexity and scope of games increase, game testing, also called playtesting, becomes an essential activity to ensure the quality of video games. Yet, the manual, ad-hoc nature of game testing leaves space for automation. In this…
In recent years WiFi became the primary source of information to locate a person or device indoor. Collecting RSSI values as reference measurements with known positions, known as WiFi fingerprinting, is commonly used in various positioning…
Astronomers measure cosmic distances to objects beyond our own galaxy using standard candles: objects of known intrinsic brightness, whose apparent brightnesses in the sky are then taken as an indication of their distances from the…
This short note is devoted to the unraveling of the hidden interactivity of ordinary games which is an artefact of predictions of the behaviour of other players by the fixed player and describes deviations of their real behaviour from such…
Procedures of the short-term predictions for processes in general 2-person differential interactive games are proposed. Their effectiveness is discussed.
It is known that humans can easily read words where the letters have been jumbled in a certain way. This paper examines this problem by associating a distance measure with the jumbling process. Modifications to text were generated according…