Related papers: Solving 7x7 Killall-Go with Seki Database
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.…
Single-elimination (SE) tournaments are a popular format used in competitive environments and decision making. Algorithms for SE tournament manipulation have been an active topic of research in recent years. In this paper, we initiate the…
Perimeter identification involves ascertaining the boundaries of a designated area or zone, requiring traffic flow monitoring, control, or optimization. Various methodologies and technologies exist for accurately defining these perimeters;…
The recently discovered monad, Tx = Selection (x -> r) -> r, provides an elegant way to finnd optimal strategies in sequential games. During this thesis, a library was developed which provides a set of useful functions using the selection…
The research area of real-time heuristics search has produced quite many algorithms. In the landscape of real-time heuristics search research, it is not rare to find that an algorithm X that appears to perform better than algorithm Y on a…
Human beings are particularly good at reasoning and inference from just a few examples. When facing new tasks, humans will leverage knowledge and skills learned before, and quickly integrate them with the new task. In addition to learning…
A central challenge in game theory and learning systems such as GANs is understanding which algorithms can efficiently compute equilibria across the heterogeneous landscape of games. Equilibrium computation is typically studied solver by…
This paper investigates a class of games with large strategy spaces, motivated by challenges in AI alignment and language games. We introduce the hidden game problem, where for each player, an unknown subset of strategies consistently…
By introducing several improvements to the AlphaZero process and architecture, we greatly accelerate self-play learning in Go, achieving a 50x reduction in computation over comparable methods. Like AlphaZero and replications such as ELF…
We consider surveillance-evasion differential games, where a pursuer must try to constantly maintain visibility of a moving evader. The pursuer loses as soon as the evader becomes occluded. Optimal controls for game can be formulated as a…
Emerson-Lei conditions have recently attracted attention due to their succinctness and compositionality properties. In the current work, we show how infinite-duration games with Emerson-Lei objectives can be analyzed in two different ways.…
Games on graphs provide a natural and powerful model for reactive systems. In this paper, we consider generalized reachability objectives, defined as conjunctions of reachability objectives. We first prove that deciding the winner in such…
We process a large corpus of game records of the board game of Go and propose a way of extracting summary information on played moves. We then apply several basic data-mining methods on the summary information to identify the most…
In this paper, we address the caching problem in small cell networks from a game theoretic point of view. In particular, we formulate the caching problem as a many-to-many matching game between small base stations and service providers'…
Classical game theory treats players as special---a description of a game contains a full, explicit enumeration of all players---even though in the real world, "players" are no more fundamentally special than rocks or clouds. It isn't…
Attractors in parity games are a technical device for solving "alternating" reachability of given node sets. A well known solver of parity games - Zielonka's algorithm - uses such attractor computations recursively. We here propose new…
Deep Neural Networks have achieved great success in some of the complex tasks that humans can do with ease. These include image recognition/classification, natural language processing, game playing etc. However, modern Neural Networks fail…
In trick-taking card games, a two-step process of state sampling and evaluation is widely used to approximate move values. While the evaluation component is vital, the accuracy of move value estimates is also fundamentally linked to how…
In multiplayer, first-person shooter games like Counter-Strike: Global Offensive (CS:GO), coordinated movement is a critical component of high-level strategic play. However, the complexity of team coordination and the variety of conditions…
Infinitely repeated games can support cooperative outcomes that are not equilibria in the one-shot game. The idea is to make sure that any gains from deviating will be offset by retaliation in future rounds. However, this model of…