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Performing some task among a set of agents requires the use of some protocol that regulates the interactions between them. If those agents are rational, they may try to subvert the protocol for their own benefit, in an attempt to reach an…
We introduce a generalization of "Solo Chess", a single-player variant of the game that can be played on chess.com. The standard version of the game is played on a regular 8 x 8 chessboard by a single player, with only white pieces, using…
The most commonly used interface between a video game and the human user is a handheld "game controller", "game pad", or in some occasions an "arcade stick." Directional pads, analog sticks and buttons - both digital and analog - are linked…
Mahjong is a very popular tile-based game commonly played by four players. Each player begins with a hand of 13 tiles and, in turn, players draw and discard (i.e., change) tiles until they complete a legal hand using a 14th tile. In this…
Fictitious play with reinforcement learning is a general and effective framework for zero-sum games. However, using the current deep neural network models, the implementation of fictitious play faces crucial challenges. Neural network model…
This brief paper describes the single-player card game called "Perpetual Motion" and reports on a computational analysis of the game's outcome. The analysis follows a Monte Carlo methodology based on a sample of 10,000 randomly generated…
The goal of this paper is to simulate the voters behaviour given a voting method. Our approach uses a multi-agent simulation in order to model a voting process through many iterations, so that the voters can vote by taking into account the…
In this paper, we study the cooperative card game, The Crew: The Quest for Planet Nine from the viewpoint of algorithmic combinatorial game theory. The Crew: The Quest for Planet Nine, is a game based on traditional trick-taking card games,…
In video games, players' perception of the game world and related information depends on their or the game designer's choice of a virtual camera model. In this paper, we attempt to answer the research question of whether it is possible to…
Recent advances in deep reinforcement learning (RL) have led to considerable progress in many 2-player zero-sum games, such as Go, Poker and Starcraft. The purely adversarial nature of such games allows for conceptually simple and…
A number of recent studies have focused on novel features in game theory when the games are played using quantum mechanical toolbox (entanglement, unitary operators, measurement). Researchers have concentrated in two-player-two strategy,…
Affective interaction between players of video games can elicit rich and varying patterns of emotions. In multiplayer activities that take place in a common space (such as sports and board games), players are generally aware of the emotions…
We present a two-party protocol for quantum gambling, a new task closely related to coin tossing. The protocol allows two remote parties to play a gambling game, such that in a certain limit it becomes a fair game. No unconditionally secure…
Consider three players Alice, Bob and Cath who hold a, b and c cards, respectively, from a deck of d=a+b+c cards. The cards are all different and players only know their own cards. Suppose Alice and Bob wish to communicate their cards to…
The AI model has surpassed human players in the game of Go, and it is widely believed that the AI model has encoded new knowledge about the Go game beyond human players. In this way, explaining the knowledge encoded by the AI model and…
Self-testing allows us to determine, through classical interaction only, whether some players in a non-local game share particular quantum states. Most work on self-testing has concentrated on developing tests for small states like one pair…
The strategies adopted by individuals to select relevant information to pass on are central to understanding problem solving by groups. Here we use agent-based simulations to revisit a cooperative problem-solving scenario where the task is…
Many real-world games contain parameters which can affect payoffs, action spaces, and information states. For fixed values of the parameters, the game can be solved using standard algorithms. However, in many settings agents must act…
We study the question of how to shuffle $n$ cards when faced with an opponent who knows the initial position of all the cards {\em and} can track every card when permuted, {\em except} when one takes $K< n$ cards at a time and shuffles them…
Shared control is a form of video gaming accessibility support that allows players with disabilities to delegate inaccessible controls to another person. Through interviews involving 14 individuals with lived experience of accessible gaming…