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Gimbert and Horn gave an algorithm for solving simple stochastic games with running time O(r! n) where n is the number of positions of the simple stochastic game and r is the number of its coin toss positions. Chatterjee et al. pointed out…
We recall the directed graph of _juggling states_, closed walks within which give juggling patterns, as studied by Ron Graham in [w/Chung, w/Butler]. Various random walks in this graph have been studied before by several authors, and their…
We consider a card guessing game with complete feedback. A ordered deck of n cards labeled 1 up to n is riffle-shuffled exactly one time. Then, the goal of the game is to maximize the number of correct guesses of the cards, where one after…
We consider the problem of inferring an unknown ranking of $n$ items from a random tournament on $n$ vertices whose edge directions are correlated with the ranking. We establish, in terms of the strength of these correlations, the…
We propose a learning algorithm for solving the traveling salesman problem based on a simple strategy of trial and adaptation: i) A tour is selected by choosing cities probabilistically according to the ``synaptic'' strengths between…
Motivated by recommendation problems in music streaming platforms, we propose a nonstationary stochastic bandit model in which the expected reward of an arm depends on the number of rounds that have passed since the arm was last pulled.…
We present a deterministic algorithm that given a tree T with n vertices, a starting vertex v and a slackness parameter epsilon > 0, estimates within an additive error of epsilon the cover and return time, namely, the expected time it takes…
We consider a classic search problem first proposed by S. Gal in which a Searcher randomizes between unit speed paths on a network, aiming to find a hidden point in minimal expected time in the worst case. This can be viewed as a zero-sum…
Consider a uniformly random deck consisting of cards labelled by numbers from $1$ through $n$, possibly with repeats. A guesser guesses the top card, after which it is revealed and removed and the game continues. What is the expected number…
Gambits are central to human decision-making. Our goal is to provide a theory of Gambits. A Gambit is a combination of psychological and technical factors designed to disrupt predictable play. Chess provides an environment to study gambits…
We perform a quantitative analysis of extensive chess databases and show that the frequencies of opening moves are distributed according to a power-law with an exponent that increases linearly with the game depth, whereas the pooled…
Zipf's law is well known in linguistics: the frequency of a word is inversely proportional to its rank. This is a special case of a more general power law, a common phenomenon in many kinds of real-world statistical data. Here, it is shown…
Classical randomized algorithms use a coin toss instruction to explore different evolutionary branches of a problem. Quantum algorithms, on the other hand, can explore multiple evolutionary branches by mere superposition of states. Discrete…
A knight's tour is often represented as a broken line connecting the centers of successively visited squares. We say that two knight moves form a cross if the midpoints of their respective segments coincide. We show that no knight tour…
The mixer chain on a graph G is the following Markov chain. Place tiles on the vertices of G, each tile labeled by its corresponding vertex. A "mixer" moves randomly on the graph, at each step either moving to a randomly chosen neighbor, or…
The optimal strategies to catch a randomly walking cat in various environments are presented. All games have a player that opens a box at step $i$. If the cat is in this box the player wins, if not, the cat moves randomly to an adjacent…
In this paper we answer a question posed by R. Stanley in his collection of Bijection Proof Problems (Problem 240). We present a bijective proof for the enumeration of walks of length $k$ a chess rook can move along on an $m\times n$ board…
A simple random walk on a graph is a sequence of movements from one vertex to another where at each step an edge is chosen uniformly at random from the set of edges incident on the current vertex, and then transitioned to next vertex.…
We consider degree-biased random walkers whose probability to move from a node to one of its neighbors of degree $k$ is proportional to $k^{\alpha}$, where $\alpha$ is a tuning parameter. We study both numerically and analytically three…
A Gilbert-Shannon-Reeds (GSR) shuffle is performed on a deck of $N$ cards by cutting the top $n\sim Bin(N,1/2)$ cards and interleaving the two resulting piles uniformly at random. The celebrated "Seven shuffles suffice" theorem of…