Related papers: An analysis of Bennett's pebble game
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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…
Consider a game where Alice generates an integer and Bob wins if he can factor that integer. Traditional game theory tells us that Bob will always win this game even though in practice Alice will win given our usual assumptions about the…
When a game involves many agents or when communication between agents is not possible, it is useful to resort to distributed learning where each agent acts in complete autonomy without any information on the other agents' situations.…
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In communication systems where users share common resources, users' selfish behavior usually results in suboptimal resource utilization. There have been extensive works that model communication systems with selfish users as one-shot games…
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In this paper we develop a novel approach to the convergence of Best-Response Dynamics for the family of interference games. Interference games represent the fundamental resource allocation conflict between users of the radio spectrum. In…
The \emph{$ p$-processor cup game} is a classic and widely studied scheduling problem that captures the setting in which a $p$-processor machine must assign tasks to processors over time in order to ensure that no individual task ever falls…
It is shown that the toy Turing Tumble, suitably extended with an infinitely long game board and unlimited supply of pieces, is Turing-Complete. This is achieved via direct simulation of a Turing machine. Unlike previously informally…
We consider the pebble game on DAGs with bounded fan-in introduced in [Paterson and Hewitt '70] and the reversible version of this game in [Bennett '89], and study the question of how hard it is to decide exactly or approximately the number…