Related papers: The Swiss Gambit
Ladder tournaments are widely used to rank individuals in real-world organizations and games. Their mathematical properties however are still poorly understood. We formalize the ranking rule generated by a ladder tournament, and we show…
One common assumption in game theory is that any player optimizes a utility function that takes into account only its own payoff. However, it has long been observed that in real life players may adopt an altruistic or even spiteful…
This paper studies sequential quantum games under the assumption that the moves of the players are drawn from groups and not just plain sets. The extra group structure makes possible to easily derive some very general results characterizing…
Chess and chance are seemingly strange bedfellows. Luck and/or randomness have no apparent role in move selection when the game is played at the highest levels. However, when competition is at the ultimate level, that of the World Chess…
Game balancing is an important part of the (computer) game design process, in which designers adapt a game prototype so that the resulting gameplay is as entertaining as possible. In industry, the evaluation of a game is often based on…
We consider a general class of round-robin tournament models of equally strong players. In these models, each of the $n$ players competes against every other player exactly once. For each match between two players, the outcome is a value…
In two-player games on graphs, the players move a token through a graph to produce an infinite path, which determines the winner of the game. Such games are central in formal methods since they model the interaction between a…
Individual sports competitions provide a natural setting for examining the relative importance of talent and luck/chance in achieving success. The belief that success is primarily due to individual abilities and hard work rather than…
We consider games played on finite graphs, whose goal is to obtain a trace belonging to a given set of winning traces. We focus on those states from which Player 1 cannot force a win. We explore and compare several criteria for establishing…
The game of darts has enjoyed great growth over the past decade with the perception of darts moving from that of a pub game to a game that is regularly scheduled on prime-time television in many countries including the U.K., Germany, the…
Skat is a fascinating combinatorial card game, show-casing many of the intrinsic challenges for modern AI systems such as cooperative and adversarial behaviors (among the players), randomness (in the deal), and partial knowledge (due to…
No matter how much some gamblers occasionally win, as long as they continue to gamble, sooner or later they will lose more to the casino, which is the so-called long bet will lose. Our results demonstrate the counter-intuitive phenomenon,…
In this paper we analyse tiebreak results from some tennis players in order to investigate whether we are able to identify some strategy in this crucial moment of the game. We compared the observed results with a binomial distribution…
AI research in chess has been primarily focused on producing stronger agents that can maximize the probability of winning. However, there is another aspect to chess that has largely gone unexamined: its aesthetic appeal. Specifically, there…
Challenge the Champ is a simple tournament format, where an ordering of the players -- called a seeding -- is decided. The first player in this order is the initial champ, and faces the next player. The outcome of each match decides the…
This paper considers information sharing in a multi-player repeated game. Every round, each player observes a subset of components of a random vector and then takes a control action. The utility earned by each player depends on the full…
Suppose that the outcomes of a roulette table are not entirely random, in the sense that there exists a successful betting strategy. Is there a successful `separable' strategy, in the sense that it does not use the winnings from betting on…
From the viewpoint of networks, a ranking system for players or teams in sports is equivalent to a centrality measure for sports networks, whereby a directed link represents the result of a single game. Previously proposed network-based…
Understanding the properties of games played under computational constraints remains challenging. For example, how do we expect rational (but computationally bounded) players to play games with a prohibitively large number of states, such…
We apply several quantization schemes to simple versions of the Chinos game. Classically, for two players with one coin each, there is a symmetric stable strategy that allows each player to win half of the times on average. A partial…