Related papers: The Optimal Strategy for Playing Lucky 13
This paper explores multi-entry strategies for betting pools related to single-elimination tournaments. In such betting pools, participants select winners of games, and their respective score is a weighted sum of the number of correct…
In this paper we introduce novel algorithmic strategies for effciently playing two-player games in which the players have different or identical player roles. In the case of identical roles, the players compete for the same objective (that…
In this paper we solve the three-player-game question. A three-player-game consists of a series of rounds. There are altogether three players. Two players participate in each round, at the end of the round the loser quits and the third…
We present a couple of adaptive learning models of poker-like games, by means of which we show how bluffing strategies emerge very naturally, and can also be rational and evolutively stable. Despite their very simple learning algorithms,…
In an earlier experiment, participants played a perfect information game against a computer, which was programmed to deviate often from its backward induction strategy right at the beginning of the game. Participants knew that in each game,…
A ray-tracing method inspired by ergodic billiards is used to estimate the theoretically best decision rule for a set of linear separable examples. While the Bayes-optimum requires a majority decision over all Perceptrons separating the…
A $p$-beauty contest is a wide class of games of guessing the most popular strategy among other players. In particular, guessing a fraction of a mean of numbers chosen by all players is a classic behavioral experiment designed to test…
In this paper we review some of the main results obtained in the field of truels. A "truel" is a generalization of a duel involving three players. Depending on the rules used for chosing the players, we may distinguish between the random,…
The game of best choice (or "secretary problem") is a model for making an irrevocable decision among a fixed number of candidate choices that are presented sequentially in random order, one at a time. Because the classically optimal…
What is the relationship between plausibility logic and the principle of maximum entropy? When does the principle give unreasonable or wrong results? When is it appropriate to use the rule `expectation = average'? Can plausibility logic…
We solve the classical "Game of Pure Strategy" using linear programming. We notice an intricate even-odd behavior in the results of our computations, that seems to encourage odd or maximal bids.
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…
Lottery is a game in which multiple players take chances in the hope of getting some rewards in cash or kind. In addition, from the time of the early civilizations, lottery has also been considered as an apposite method to allocate scarce…
Scholastic trivia competitions test knowledge and intelligence through mastery of question answering. Modern question answering benchmarks are one variant of the Turing test. Specifically, answering a set of questions as well as a human is…
We consider imperfect information stochastic games where we require the players to use pure (i.e. non randomised) strategies. We consider reachability, safety, B\"uchi and co-B\"uchi objectives, and investigate the existence of…
Probabilistic Logic Programming is an effective formalism for encoding problems characterized by uncertainty. Some of these problems may require the optimization of probability values subject to constraints among probability distributions…
Sports betting's recent federal legalisation in the USA coincides with the golden age of machine learning. If bettors can leverage data to reliably predict the probability of an outcome, they can recognise when the bookmaker's odds are in…
Given a skew-symmetric matrix, the corresponding two-player symmetric zero-sum game is defined as follows: one player, the row player, chooses a row and the other player, the column player, chooses a column. The payoff of the row player is…
We prove an optimal strategy for the children's game Guess Who? assuming the official rules are in use and that both players ask `classical' questions with a bipartite response. Applying a technique described in [Rabern, B \& Rabern, L…
An algorithm based on backward induction is devised in order to compute the optimal sequence of games to be played in Parrondo games. The algorithm can be used to find the optimal sequence for any finite number of turns or in the steady…