Related papers: Restoring Fairness to Dukego
We propose a class of two person perfect information games based on weighted graphs. One of these games can be described in terms of a round pizza which is cut radially into pieces of varying size. The two players alternately take pieces…
This paper contributes a new class of games called spacetime games with perfect information. In spacetime games, the agents make decisions at various positions in Minkowski spacetime. Spacetime games can be seen as the least common…
Abalone is a 2-player board game with perfect information. The game is played on a 5x5x5 hexagonal grid and ends when a player pushes 6 of their opponents' pieces off the board. Abalone is similar to games like chess and Go in that all…
In Newcomb's paradox you choose to receive either the contents of a particular closed box, or the contents of both that closed box and another one. Before you choose, a prediction algorithm deduces your choice, and fills the two boxes based…
The game of Knockout is a classic playground game played with two basketballs. This paper uses a Markov process to analyze each player's probability of winning the game given their starting position in line and shooting percentages,…
Game theory is the mathematical framework for analyzing strategic interactions in conflict and competition situations. In recent years quantum game theory has earned the attention of physicists, and has emerged as a branch of quantum…
We propose a game-theoretic framework that incorporates both incomplete information and general ambiguity attitudes on factors external to all players. Our starting point is players' preferences on payoff-distribution vectors, essentially…
We study variants of regular infinite games where the strict alternation of moves between the two players is subject to modifications. The second player may postpone a move for a finite number of steps, or, in other words, exploit in his…
Games with incomplete preferences are an important model for studying rational decision-making in scenarios where players face incomplete information about their preferences and must contend with incomparable outcomes. We study the problem…
We introduce CUT, the class of 2-player partition games. These are NIM type games, played on a finite number of heaps of beans. The rules are given by a set of positive integers, which specifies the number of allowed splits a player can…
For zero-sum two-player continuous-time games with integral payoff and incomplete information on one side, one shows that the optimal strategy of the informed player can be computed through an auxiliary optimization problem over some…
Repeated interactions are ubiquitous and known to promote social behaviour. While research often focuses on cooperation in the Prisoner's Dilemma, experimental evidence suggests repeated interactions also foster fairness. This study…
In this paper we study the complexity of strategic argumentation for dialogue games. A dialogue game is a 2-player game where the parties play arguments. We show how to model dialogue games in a skeptical, non-monotonic formalism, and we…
Public goods games study the incentives of individuals to contribute to a public good and their behaviors in equilibria. In this paper, we examine a specific type of public goods game where players are networked and each has binary actions,…
Deep Reinforcement Learning combined with Fictitious Play shows impressive results on many benchmark games, most of which are, however, single-stage. In contrast, real-world decision making problems may consist of multiple stages, where the…
We consider two-player stochastic games played on a finite state space for an infinite number of rounds. The games are concurrent: in each round, the two players (player 1 and player 2) choose their moves independently and simultaneously;…
We conducted an experiment where 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…
We study competitive location problems in a continuous setting, in which facilities have to be placed in a rectangular domain $R$ of normalized dimensions of $1$ and $\rho\geq 1$, and distances are measured according to the Manhattan…
Consider a 4-player version of Matching Pennies where a team of three players competes against the Devil. Each player simultaneously says "Heads" or "Tails". The team wins if all four choices match; otherwise the Devil wins. If all team…
In this paper, we propose a new efficient algorithm to compute the value function for zero-sum stopping games featuring two players with opposing interests. This can be seen as a game version of the ''forward algorithm'' for (one-player)…