Related papers: Tied Pools and Drawn Games
The game of bridge consists of two stages: bidding and playing. While playing is proved to be relatively easy for computer programs, bidding is very challenging. During the bidding stage, each player knowing only his/her own cards needs to…
The task of ranking individuals or teams, based on a set of comparisons between pairs, arises in various contexts, including sporting competitions and the analysis of dominance hierarchies among animals and humans. Given data on which…
We introduce a way to parameterize automata and games on finite graphs with natural numbers. The parameters are accessed essentially by allowing counting down from the parameter value to 0 and branching depending on whether 0 has been…
We study a two-player model of conflict with multiple battlefields -- the novel element is that each of the players has their own network of spillovers so that resources allocated to one battle can be utilized in winning neighboring…
We study strategy improvement algorithms for solving parity games. While these algorithms are known to solve parity games using a very small number of iterations, experimental studies have found that a high step complexity causes them to…
An algorithm is proposed to verify whether a finite game is a weighted potential game (WPG) without pre-knowledge on its weights. Then the algorithm is also applied to find the closest WPG for a given finite game. The concept and criterion…
We examine the question of when and how parametric models are most useful in reinforcement learning. In particular, we look at commonalities and differences between parametric models and experience replay. Replay-based learning algorithms…
We study games with incomplete information and characterize when a feasible outcome is Pareto efficient. Outcomes with excessive randomization are inefficient: generically, the total number of action profiles across states must be strictly…
Population protocols have been introduced by Angluin et {al.} as a model of networks consisting of very limited mobile agents that interact in pairs but with no control over their own movement. A collection of anonymous agents, modeled by…
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…
We study environments in which agents are randomly matched to play a Prisoner's Dilemma, and each player observes a few of the partner's past actions against previous opponents. We depart from the existing related literature by allowing a…
The Prisoner's Dilemma has been a subject of extensive research due to its importance in understanding the ever-present tension between individual self-interest and social benefit. A strictly dominant strategy in a Prisoner's Dilemma…
Recently, Press and Dyson have proposed a new class of probabilistic and conditional strategies for the two-player iterated Prisoner's Dilemma, so-called zero-determinant strategies. A player adopting zero-determinant strategies is able to…
This paper provides a new version of matrix semi-tensor product method based on adjacent transpositions to test symmetric games. The advantage of using adjacent transpositions lies in the great simplification of analysis of symmetric games.…
We study the classical, two-sided stable marriage problem under pairwise preferences. In the most general setting, agents are allowed to express their preferences as comparisons of any two of their edges and they also have the right to…
This paper explores a PAC (probably approximately correct) learning model in cooperative games. Specifically, we are given $m$ random samples of coalitions and their values, taken from some unknown cooperative game; can we predict the…
We consider a game-theoretic setting to model the interplay between attacker and defender in the context of information flow, and to reason about their optimal strategies. In contrast with standard game theory, in our games the utility of a…
This paper introduces a contest-theoretic simplified model of triathlon as a sequential two-stage game. In Stage 1 (post-swim), participants decide whether to continue or withdraw from the contest, thereby generating an endogenous…
Parity games are games that are played on directed graphs whose vertices are labeled by natural numbers, called priorities. The players push a token along the edges of the digraph. The winner is determined by the parity of the greatest…
We introduce a class of strategic games in which agents are assigned to nodes of a topology graph and the utility of an agent depends on both the agent's inherent utilities for other agents as well as her distance from these agents on the…