Related papers: On sequences arising from randomizing subtraction …
We investigate a variety of cut and choose games, their relationship with (generic) large cardinals, and show that they can be used to characterize a number of properties of ideals and of partial orders: certain notions of distributivity,…
Consider equipping an alphabet $\mathcal{A}$ with a group action that partitions the set of words into equivalence classes which we call patterns. We answer standard questions for the Penney's game on patterns and show non-transitivity for…
We study the cutoff phenomenon for generalized riffle shuffles where, at each step, the deck of cards is cut into a random number of packs of multinomial sizes which are then riffled together.
We generalize the results and conjectures of Tam\'{a}s Lengyel, showing that the \textsc{nim}-values of a large class of two-dimensional subtraction-transfer games are periodic. These are impartial, normal-play games with two piles of…
We analyze the sample complexity of learning graphical games from purely behavioral data. We assume that we can only observe the players' joint actions and not their payoffs. We analyze the sufficient and necessary number of samples for the…
"The chance to win given a certain move" is an easily obtainable quantity from data and often quoted in gaming statistics. It is also the fundamental quantity that reinforcement learning AI bases on. Unfortunately, this conditional…
When a beneficial mutation occurs in a population, the new, favored allele may spread to the entire population. This process is known as a selective sweep. Suppose we sample $n$ individuals at the end of a selective sweep. If we focus on a…
We consider a class of nonlocal games that are related to binary constraint systems (BCSs) in a manner similar to the games implicit in the work of Mermin [N.D. Mermin, "Simple unified form for the major no-hidden-variables theorems," Phys.…
We study algorithms for solving Subtraction games, which sometimes are referred to as one-heap Nim games. We describe a quantum algorithm which is applicable to any game on DAG, and show that its query compexity for solving an arbitrary…
In distributed systems, knowledge of the network structure of the connections among the unitary components is often a requirement for an accurate prediction of the emerging collective dynamics. However, in many real-world situations, one…
A combinatorial game is a two-player game without hidden information or chance elements. One of the major approaches to analyzing games in combinatorial game theory is to break down a given game position into a disjunctive sum of multiple…
We introduce the notion of invariant vectors of a game and develop the Invariance Reduction Process, which first uses reduction of positions via invariance and then zero and merge reductions of games to arrive at smaller, solved sub-games…
The winning rule of billiards is to drive the billiard ball on the table into the designated holes. We try to study the trajectory of the billiard ball, so that we can predict the direction of the ball. For rational slopes, we got cutting…
Given a matrix A \in R^{m x n}, we present a randomized algorithm that sparsifies A by retaining some of its elements by sampling them according to a distribution that depends on both the square and the absolute value of the entries. We…
We use a recently discovered constrained de Finetti reduction (aka "Post-Selection Lemma") to study the parallel repetition of multi-player non-local games under no-signalling strategies. Since the technique allows us to reduce general…
We define the class of "simple recursive games". A simple recursive game is defined as a simple stochastic game (a notion due to Anne Condon), except that we allow arbitrary real payoffs but disallow moves of chance. We study the complexity…
Consider the following process whereby $n$ balls are distributed into $k$ bins. Repeatedly, a ball is removed from a non-empty bin chosen uniformly at random. The process ends when a single non-empty bin remains. Will Ma…
We study a random game in which two players in turn play a fixed number of moves. For each move, there are two possible choices. To each possible outcome of the game we assign a winner in an i.i.d. fashion with a fixed parameter p. In the…
Let P_{n,m} denote the graph taken uniformly at random from the set of all planar graphs on {1,2,..., n} with exactly m(n) edges. We use counting arguments to investigate the probability that P_{n,m} will contain given components and…
We prove game-theoretic versions of several classical results on nonrepetitive sequences, showing the existence of winning strategies using an extension of the Lov\'asz Local Lemma which can dramatically reduce the number of edges needed in…