Related papers: Heap games, numeration systems and sequences
We start with the well-known game below: Two players hold a sheet of paper to their forehead on which a positive integer is written. The numbers are consecutive and each player can only see the number of the other one. In each time step,…
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…
This paper coins the notion of Joker games, a variant of concurrent games where the players are not strictly adversarial. Instead, Player 1 can get help from Player 2 by playing a Joker move. We formalize these games as cost games and…
Two standard algorithms for approximately solving two-player zero-sum concurrent reachability games are value iteration and strategy iteration. We prove upper and lower bounds of 2^(m^(Theta(N))) on the worst case number of iterations…
We introduce a new model involving TU-games and exogenous structures. Specifically, we consider that each player in a population can choose an element in a strategy set and that, for every possible strategy profile, a TU-game is associated…
We consider a sub-class of bi-matrix games which we refer to as two-person (hereafter referred to as two-player) additively-separable sum (TPASS) games, where the sum of the pay-offs of the two players is additively separable. The row…
Simple stochastic games are two-player zero-sum stochastic games with turn-based moves, perfect information, and reachability winning conditions. We present two new algorithms computing the values of simple stochastic games. Both of them…
We present a new family of Nim games where the rules depend on a given `coloring' of the tokens, each token being either black or white. The rules are as in Nim with the restriction that a white token on top of each heap is not allowed. We…
Boolean games are a succinct representation of strategic games wherein a player seeks to satisfy a formula of propositional logic by selecting a truth assignment to a set of propositional variables under his control. The framework has…
The most important factors which contribute to the efficiency of game-theoretical algorithms are time and game complexity. In this study, we have offered an elegant method to deal with high complexity of game theoretic multi-objective…
Mathematics has been used in the exploration and enumeration of juggling patterns. In the case when we catch and throw one ball at a time the number of possible juggling patterns is well-known. When we are allowed to catch and throw any…
We consider a repeated sequential game between a learner, who plays first, and an opponent who responds to the chosen action. We seek to design strategies for the learner to successfully interact with the opponent. While most previous…
Algorithms for equilibrium computation generally make no attempt to ensure that the computed strategies are understandable by humans. For instance the strategies for the strongest poker agents are represented as massive binary files. In…
In games with a large number of players where players may have overlapping objectives, the analysis of stable outcomes typically depends on player types. A special case is when a large part of the player population consists of imitation…
\emph{Ex ante} correlation is becoming the mainstream approach for \emph{sequential adversarial team games}, where a team of players faces another team in a zero-sum game. It is known that team members' asymmetric information makes both…
In this work the properties of multi choice minority games are studied by means of extensive computational simulations. We have considered several ways of rewarding the strategies of the players and compared the resulting behaviours of the…
We revisit the game in which each of several players chooses a pattern and then a coin is flipped repeatedly until one of these patterns is generated. In particular, we demonstrate how to compute the probability of any one player winning…
Player ONE chooses a meager set and player TWO, a nowhere dense set per inning. They play $\omega$ many innings. ONE's consecutive choices must form a (weakly) increasing sequence. TWO wins if the union of the chosen nowhere dense sets…
We study sequential language games in which two players, each with private information, communicate to achieve a common goal. In such games, a successful player must (i) infer the partner's private information from the partner's messages,…
This paper introduces a hierarchical framework for population games, where individuals delegate decision-making to proxies that act within their own strategic interests. This framework extends classical population games, where individuals…