Related papers: When will (game) wars end?
A decision maker observes the evolving state of the world while constantly trying to predict the next state given the history of past states. The ability to benefit from such predictions depends not only on the ability to recognize patters…
In this paper we study a variant of the solitaire game Lights-Out, where the player's goal is to turn off a grid of lights. This variant is a two-player impartial game where the goal is to make the final valid move. This version is playable…
Partial-monitoring games constitute a mathematical framework for sequential decision making problems with imperfect feedback: The learner repeatedly chooses an action, opponent responds with an outcome, and then the learner suffers a loss…
Collectible card games are challenging, widely played games that have received increasing attention from the AI research community in recent years. Despite important breakthroughs, the field still poses many unresolved challenges. This work…
We compare games under delayed control and delay games, two types of infinite games modelling asynchronicity in reactive synthesis. Our main result, the interreducibility of the existence of sure winning strategies for the protagonist,…
We present here a new extended model of the gambler's ruin problem by incorporating delays in receiving of rewards and paying of penalties. When there is a difference between two delays, an exact analysis of the ruin probability is…
We consider games played on graphs with the winning conditions for the players specified as weak-parity conditions. In weak-parity conditions the winner of a play is decided by looking into the set of states appearing in the play, rather…
What is a finite-state strategy in a delay game? We answer this surprisingly non-trivial question and present a very general framework for computing such strategies: they exist for all winning conditions that are recognized by automata with…
Mean-payoff games are important quantitative models for open reactive systems. They have been widely studied as games of full observation. In this paper we investigate the algorithmic properties of several sub-classes of mean-payoff games…
Negotiations, a model of concurrency with multi party negotiation as primitive, have been recently introduced in arXiv:1307.2145, arXiv:1403.4958. We initiate the study of games for this model. We study coalition problems: can a given…
We consider two-player games played on finite colored graphs where the goal is the construction of an infinite path with one of the following frequency-related properties: (i) all colors occur with the same asymptotic frequency, (ii) there…
Consider a randomly shuffled deck of $2n$ cards with $n$ red cards and $n$ black cards. We study the average number of moves it takes to go from a randomly shuffled deck to a deck that alternates in color by performing the following move:…
Consider shuffling a deck of $n$ cards, labeled $1$ through $n$, as follows: at each time step, pick one card uniformly with your right hand and another card, independently and uniformly with your left hand; then swap the cards. How long…
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…
Motivated by the results for Magic: The Gathering presented in [CBH20] and [Bid20], we study a (different) computability problem about winning strategies in Yu-Gi-Oh! Trading Card Game, a popular card game developed and published by Konami.…
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…
In this report we generalize the game of Book or Band described in Levin (2024) to an arbitrary playing deck with $m$ ranks and $s$ cards in each rank, for a total of $t=ms$ cards. Two events (a band or a bump) are defined in terms of given…
Deep Reinforcement Learning combined with Fictitious Play shows impressive results on many benchmark games, most of which are, however, single-stage. In contrast, real-world decision making problems may consist of multiple stages, where the…
Online games are dynamic environments where players interact with each other, which offers a rich setting for understanding how players negotiate their way through the game to an ultimate victory. This work studies online player…
We study two-player zero-sum stopping games in continuous time and infinite horizon. We prove that the value in randomized stopping times exists as soon as the payoff processes are right-continuous. In particular, as opposed to existing…