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The actions of intelligent agents, such as chatbots, recommender systems, and virtual assistants are typically not fully transparent to the user. Consequently, using such an agent involves the user exposing themselves to the risk that the…
It is noted that some unusual moves against a strong chess program greatly weaken its ability to see the serious targets of the game, and its whole level of play... It is suggested to create programs with different weaknesses in order to…
Discovering features that set elite players apart is of great significance for eSports coaches as it enables them to arrange a more effective training program focused on improving those features. Moreover, finding such features results in a…
We study the computational complexity of an important property of simple, regular and weighted games, which is decisiveness. We show that this concept can naturally be represented in the context of hypergraph theory, and that decisiveness…
We study the query complexity of approximate notions of Nash equilibrium in games with a large number of players $n$. Our main result states that for $n$-player binary-action games and for constant $\varepsilon$, the query complexity of an…
Sequences of repeated gambles provide an experimental tool to characterize the risk preferences of humans or artificial decision-making agents. The difficulty of this inference depends on factors including the details of the gambles offered…
Intelligent machines with superhuman capabilities have the potential to uncover problem-solving strategies beyond human discovery. Emerging evidence from competitive gameplay, such as Go and chess, demonstrates that AI systems are evolving…
Transfer entropy (TE) captures the directed relationships between two variables. Partial transfer entropy (PTE) accounts for the presence of all confounding variables of a multivariate system and infers only about direct causality. However,…
Repetition-based draw rules in deterministic games like chess ensure termination but introduce strategic artifacts, allowing players to enforce draws independent of positional value. We propose an asymmetric modification: threefold…
We study the population genetics of Evolution in the important special case of weak selection, in which all fitness values are assumed to be close to one another. We show that in this regime natural selection is tantamount to the…
Shift invariance is a critical property of CNNs that improves performance on classification. However, we show that invariance to circular shifts can also lead to greater sensitivity to adversarial attacks. We first characterize the margin…
Motivated by applications to data networks where fast convergence is essential, we analyze the problem of learning in generic N-person games that admit a Nash equilibrium in pure strategies. Specifically, we consider a scenario where…
Entropy measures have become increasingly popular as an evaluation metric for complexity in the analysis of time series data, especially in physiology and medicine. Entropy measures the rate of information gain, or degree of regularity in a…
We introduce and study pawn games, a class of two-player zero-sum turn-based graph games. A turn-based graph game proceeds by placing a token on an initial vertex, and whoever controls the vertex on which the token is located, chooses its…
Human-generated randomness is constrained by cognitive, motor, and strategic biases. This study examines how these constraints appear in individual behavior and how they may be modified through interaction with another human. We analyzed…
We present exact results for two complementary measures of spatial structure generated by 1D spin systems with finite-range interactions. The first, excess entropy, measures the apparent spatial memory stored in configurations. The second,…
Poker is a large complex game of imperfect information, which has been singled out as a major AI challenge problem. Recently there has been a series of breakthroughs culminating in agents that have successfully defeated the strongest human…
An heuristic approach to compute strong Nash (Aumann) equilibria is presented. The method is based on differential evolution and three variants of a generative relation for strong Nash equilibria characterization. Numerical experiments…
The preferences of players in non-cooperative games represent their choice in the set of available options, which meet the completeness property if players are able to compare any pair of available options. In the existing literature, the…
Major advances in Question Answering technology were needed for IBM Watson to play Jeopardy! at championship level -- the show requires rapid-fire answers to challenging natural language questions, broad general knowledge, high precision,…