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In automata theory, while determinisation provides a standard route to solving many common problems in automata theory, some weak forms of nondeterminism can be dealt with in some problems without costly determinisation. For example, the…
Simple stochastic games are turn-based 2.5-player zero-sum graph games with a reachability objective. The problem is to compute the winning probability as well as the optimal strategies of both players. In this paper, we compare the three…
Tic Tac Toe is amongst the most well-known games. It has already been shown that it is a biased game, giving more chances to win for the first player leaving only a draw or a loss as possibilities for the opponent, assuming both the players…
Simple stochastic games are turn-based 2.5-player zero-sum graph games with a reachability objective. The problem is to compute the winning probability as well as the optimal strategies of both players. In this paper, we compare the three…
Cryptic crossword clues are challenging language tasks for which new test sets are released daily by major newspapers on a global basis. Each cryptic clue contains both the definition of the answer to be placed in the crossword grid (in…
Consider a game of permutation wordle in which a player attempts to guess a secret permutation of length $n$ in as few guesses as possible. In each round, the guessing player is told which indices of their guessed permutation are correct.…
This paper focuses on procedurally generating rules and communicating them to players to adjust the difficulty. This is part of a larger project to collect and adapt games in educational games for young children using a digital puzzle game…
Although board games and video games have been studied for decades in artificial intelligence research, challenging word games remain relatively unexplored. Word games are not as constrained as games like chess or poker. Instead, word game…
We consider two-player stochastic games played on a finite graph for infinitely many rounds. Stochastic games generalize both Markov decision processes (MDP) by adding an adversary player, and two-player deterministic games by adding…
We study greedy-type algorithms such that at a greedy step we pick several dictionary elements contrary to a single dictionary element in standard greedy-type algorithms. We call such greedy algorithms {\it super greedy algorithms}. The…
We study the complexity of solving two-player infinite duration games played on a fixed finite graph, where the control of a node is not predetermined but rather assigned randomly. In classic random-turn games, control of each node is…
This article compares four probabilistic algorithms (global algorithms) for Word Sense Disambiguation (WSD) in terms of the number of scorer calls (local algo- rithm) and the F1 score as determined by a gold-standard scorer. Two algorithms…
A very simple heuristic approach to the unfolding problem will be described. An iterative algorithm starts with an empty histogram and every iteration aims to add one entry to this histogram. The entry to be added is selected according to a…
We provide a learning-based technique for guessing a winning strategy in a parity game originating from an LTL synthesis problem. A cheaply obtained guess can be useful in several applications. Not only can the guessed strategy be applied…
Consider the following probabilistic one-player game: The board is a graph with $n$ vertices, which initially contains no edges. In each step, a new edge is drawn uniformly at random from all non-edges and is presented to the player,…
We consider the following simple game: We are given a table with ten slots indexed one to ten. In each of the ten rounds of the game, three dice are rolled and the numbers are added. We then put this number into any free slot. For each…
The growing popularity of social deduction games has created an increasing need for intelligent frameworks where humans can collaborate with AI agents, particularly in post-pandemic contexts with heightened psychological and social…
Reachability games are two-player games played on a graph, where the objective of $\texttt{REACH}$ player is to reach the target set whereas the objective of $\texttt{SAFE}$ player is to stay away from the target set. Reachability games…
The most important factors which contribute to the efficiency of game-theoretical algorithms are time and game complexity. In this study, we have offered an elegant method to deal with high complexity of game theoretic multi-objective…
We study two-player inclusion games played over word-generating higher-order recursion schemes. While inclusion checks are known to capture verification problems, two-player games generalize this relationship to program synthesis. In such…