Related papers: Computational and Algebraic Structure of Board Gam…
This paper presents an empirical exploration of non-transitivity in perfect-information games, specifically focusing on Xiangqi, a traditional Chinese board game comparable in game-tree complexity to chess and shogi. By analyzing over…
Two players alternate moves in the following impartial combinatorial game: Given a finitely generated abelian group $A$, a move consists of picking some nonzero element $a \in A$. The game then continues with the quotient group $A/ \langle…
The centipede game is a two-player non-zero-sum game. Each turn, a player can choose whether they want to take or pass a growing reward. The classical, rational solution of this game shows defection in the first round, when in reality,…
The game of Chinese Checkers is a challenging traditional board game of perfect information that differs from other traditional games in two main aspects: first, unlike Chess, all checkers remain indefinitely in the game and hence the…
The game of Go has a long history in East Asian countries, but the field of Computer Go has yet to catch up to humans until the past couple of years. While the rules of Go are simple, the strategy and combinatorics of the game are immensely…
This paper studies sequential quantum games under the assumption that the moves of the players are drawn from groups and not just plain sets. The extra group structure makes possible to easily derive some very general results characterizing…
In this paper, we present a board game: Square War. The game definition of Square War is similar to the classic Chinese board game Go. Then we propose a mathematical problem of the game Square War. Finally, we show that the problem can be…
Moves in chess games are usually analyzed on a case-by-case basis by professional players, but thanks to the availability of large game databases, we can envision another approach of the game. Here, we indeed adopt a very different point of…
We demonstrate that game-theoretic calculations serve as a useful tool for assisting cyber wargaming teams in identifying useful strategies. We note a significant similarity between formulating cyber wargaming strategies and the methodology…
In 1979, David Fabian found a complete game of two-person Chinese Checkers in 30 moves (15 by each player) [Martin Gardner, Penrose Tiles to Trapdoor Ciphers, MAA, 1997]. This solution requires that the two players cooperate to generate a…
Gambits are central to human decision-making. Our goal is to provide a theory of Gambits. A Gambit is a combination of psychological and technical factors designed to disrupt predictable play. Chess provides an environment to study gambits…
There is a common belief that humans and many animals follow transitive inference (choosing A over C on the basis of knowing that A is better than B and B is better than C). Transitivity seems to be the essence of rational choice. We…
This paper consider the possibility of using some quantum tools in decision making strategies. In particular, we consider here a dynamical open quantum system helping two players, $\G_1$ and $\G_2$, to take their decisions in a specific…
The transitivity of preferences is one of the basic assumptions used in the theory of games and decisions. It is often equated with rationality of choice and is considered useful in building rankings. Intransitive preferences are considered…
Matrix games constitute a fundamental problem of game theory and describe a situation of two players with completely conflicting interests. We show how methods from statistical mechanics can be used to investigate the statistical properties…
We study properties of quantum strategies, which are complete specifications of a given party's actions in any multiple-round interaction involving the exchange of quantum information with one or more other parties. In particular, we focus…
We unify and consolidate various results about non-signall-ing games, a subclass of non-local two-player one-round games, by introducing and studying several new families of games and establishing general theorems about them, which extend a…
We introduce a new board game based on the ancient Chinese game of Go (Weiqi, Igo, Baduk). The key difference from the original game is that players no longer alternatively play single stones on the board but instead they take turns placing…
In Part I of this two-part paper [1], we proposed a new game, called Chinese restaurant game, to analyze the social learning problem with negative network externality. The best responses of agents in the Chinese restaurant game with…
We carry out a game-theoretic analysis of the recursive game "Guts," a variant of poker featuring repeated play with possibly growing stakes. An interesting aspect of such games is the need to account for funds lost to all players if…