Related papers: The Value of Chess Squares
The notions of captured/lost vertices and dead edges in the Shannon game (Shannon switching game on nodes) are examined using graph theory. Simple methods are presented for identifying some dead edges and some captured sets of vertices,…
Chess has experienced a large increase in viewership since the pandemic, driven largely by the accessibility of online learning platforms. However, no equivalent assistance exists for physical chess games, creating a divide between analog…
This work focuses on developing efficient post-hoc explanations for quantum AI algorithms. In classical contexts, the cooperative game theory concept of the Shapley value adapts naturally to post-hoc explanations, where it can be used to…
We show that any cooperative game can be represented by an assignment of costly facilities to players, in which it is intuitively obvious how to allocate the total cost in an equitable manner. This equitable solution turns out to be the…
We study a class of probabilistic cooperative games which can be treated as an extension of the classical cooperative games with transferable utilities. The coalitions have an exogenous probability of being realized. This probability…
Motivated by the controversy in the chess community, where Hikaru Nakamura, a renowned grandmaster, has posted multiple impressive winning streaks over the years on the online platform chess.com, we derive the probabilities of various types…
Bidding chess is a chess variant where instead of alternating play, players bid for the opportunity to move. Generalizing a known result on so-called Richman games, we show that for a natural class of games including bidding chess, each…
Suppose that $n$ computer devices are to be connected to a network via inhomogeneous Bernoulli trials. The Shapley value of a device quantifies how much the network's value increases due to the participation of that device. Characteristic…
We study the efficient computation of Shapley values for \emph{product games} -- cooperative games in which the coalition value factorizes as a product of per-player terms. Such games arise in machine learning explainability whenever the…
The problem of explaining the behavior of deep neural networks has recently gained a lot of attention. While several attribution methods have been proposed, most come without strong theoretical foundations, which raises questions about…
We study the complexity of computing the Shapley value in games with externalities. We focus on two representations based on marginal contribution nets (embedded MC-nets and weighted MC-nets). Our results show that while weighted MC-nets…
What is the value of an individual model in an ensemble of binary classifiers? We answer this question by introducing a class of transferable utility cooperative games called \textit{ensemble games}. In machine learning ensembles,…
In Parts I-III we showed that the number of ways to place $q$ nonattacking queens or similar chess pieces on an $n\times n$ chessboard is a quasipolynomial function of $n$ whose coefficients are essentially polynomials in $q$. In this part…
Cut games are among the most fundamental strategic games in algorithmic game theory. It is well-known that computing an exact pure Nash equilibrium in these games is PLS-hard, so research has focused on computing approximate equilibria. We…
Recently a strong poker-playing algorithm called DeepStack was published, which is able to find an approximate Nash equilibrium during gameplay by using heuristic values of future states predicted by deep neural networks. This paper…
This paper studies multiplayer turn-based games on graphs in which player preferences are modeled as $\omega$-automatic relations given by deterministic parity automata. This contrasts with most existing work, which focuses on specific…
This study addresses the challenge of quantifying chess puzzle difficulty - a complex task that combines elements of game theory and human cognition and underscores its critical role in effective chess training. We present GlickFormer, a…
A valuation for a player in a game in extensive form is an assignment of numeric values to the players moves. The valuation reflects the desirability moves. We assume a myopic player, who chooses a move with the highest valuation.…
While preference modelling is becoming one of the pillars of machine learning, the problem of preference explanation remains challenging and underexplored. In this paper, we propose \textsc{Pref-SHAP}, a Shapley value-based model…
The strength of chess engines together with the availability of numerous chess games have attracted the attention of chess players, data scientists, and researchers during the last decades. State-of-the-art engines now provide an…