Related papers: Cyclic impartial games with carry-on moves
Using coalgebraic methods, we extend Conway's theory of games to possibly non-terminating, i.e. non-wellfounded games (hypergames). We take the view that a play which goes on forever is a draw, and hence rather than focussing on winning…
The semigroup game is a two-person zero-sum game defined on a semigroup S as follows: Players 1 and 2 choose elements x and y in S, respectively, and player 1 receives a payoff f(xy) defined by a function f from S to [-1,1]. If the…
A generalized model of games is proposed, in which cooperative games and non-cooperative games are special cases. Some games that are neither cooperative nor non-cooperative can be expressed and analyzed. The model is based on relationships…
The concept of nimbers--a.k.a. Grundy-values or nim-values--is fundamental to combinatorial game theory. Nimbers provide a complete characterization of strategic interactions among impartial games in their disjunctive sums as well as the…
Combinatorial Scoring games, with the property `extra pass moves for a player does no harm', are characterized. The characterization involves an order embedding of Conway's Normal-play games. Also, we give a theorem for comparing games with…
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…
This paper suggests a perfect-information game, along the lines of Levy's characterization of Brownian motion, that formalizes the process of Brownian motion in game-theoretic probability. This is perhaps the simplest situation where…
Standard game theory assumes that the structure of the game is common knowledge among players. We relax this assumption by considering extensive games where agents may be unaware of the complete structure of the game. In particular, they…
The class of Guaranteed Scoring Games (GS) are two-player combinatorial games with the property that Normal-play games (Conway et. al.) are ordered embedded into GS. They include, as subclasses, the scoring games considered by Milnor…
We introduce a class of extensive form games where players might not be able to foresee the possible consequences of their decisions and form a model of their opponents which they exploit to achieve a more profitable outcome. We improve…
Recent theories from complexity science argue that complex dynamics are ubiquitous in social and economic systems. These claims emerge from the analysis of individually simple agents whose collective behavior is surprisingly complicated.…
We study a random game in which two players in turn play a fixed number of moves. For each move, there are two possible choices. To each possible outcome of the game we assign a winner in an i.i.d. fashion with a fixed parameter p. In the…
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…
Incomplete cooperative games generalise the classical model of cooperative games by omitting the values of some of the coalitions. This allows to incorporate uncertainty into the model and study the underlying games as well as possible…
Game theory has been one of the most successful quantitative concepts to describe social interactions, their strategical aspects, and outcomes. Among the payoff matrix quantifying the result of a social interaction, the interaction…
How humans make decisions in non-cooperative strategic interactions is a challenging question. For the fundamental model system of Rock-Paper-Scissors (RPS) game, classic game theory of infinite rationality predicts the Nash equilibrium…
We study multi-player turn-based games played on (potentially infinite) directed graphs. An outcome is assigned to every play of the game. Each player has a preference relation on the set of outcomes which allows him to compare plays. We…
This paper models games where the strategies are nodes of a graph G (we denote them as G-games) and in presence of coalition structures. The cases of one-shot and repeated games are presented. In the latter situation, coalitions are assumed…
A subordinate Brownian motion is a L\'evy process which can be obtained by replacing the time of the Brownian motion by an independent subordinator. The infinitesimal generator of a subordinate Brownian motion is $-\phi(-\Delta)$, where…
We consider turn-based game arenas for which we investigate uniformity properties of strategies. These properties involve bundles of plays, that arise from some semantical motive. Typically, we can represent constraints on allowed…