Related papers: Heap games, numeration systems and sequences
We focus on the problem of placing two facilities along a linear space to serve a group of agents. Each agent is committed to minimizing the distance between her location and the closest facility. A mechanism is an algorithm that maps the…
A protocol for considering decoherence in quantum games is presented. Results for two-player, two-strategy quantum games subject to decoherence are derived and some specific examples are given. Decoherence in other types of quantum games is…
In classical game theory, optimal strategies are determined for games with complete information; this requires knowledge of the opponent's goals. We analyze games when a player is mistaken about their opponents goals. For definitiveness, we…
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…
We analyze the game of go from the point of view of complex networks. We construct three different directed networks of increasing complexity, defining nodes as local patterns on plaquettes of increasing sizes, and links as actual…
These lecture notes attempt a mathematical treatment of game theory akin to mathematical physics. A game instance is defined as a sequence of states of an underlying system. This viewpoint unifies classical mathematical models for 2-person…
(Note. The results of this manuscript has been merged and published with another paper of the same authors: A new approach to nonrepetitve sequences.) A repetition of size $h$ ($h\geqslant1$) in a given sequence is a subsequence of…
We define a new concept of "mistake" strategies and actions for strategic-form and extensive-form games, analyze the relationship to prior main game-theoretic solution concepts, study algorithms for computation, and explore practicality.…
We define a game semantics for second order classical arithmetic PA2 (with quantifiers over predicates on integers and full comprehension axiom). Our semantics is effective: moves are described by a finite amount of information and whenever…
In a guessing game, players guess the value of a random real number selected using some probability density function. The winner may be determined in various ways; for example, a winner can be a player whose guess is closest in magnitude to…
This paper studies the optimization of strategies in the context of possibly randomized two players zero-sum games with incomplete information. We compare 5 algorithms for tuning the parameters of strategies over a benchmark of 12 games. A…
We consider a coalition formation setting where each agent belongs to one of the two types, and agents' preferences over coalitions are determined by the fraction of the agents of their own type in each coalition. This setting differs from…
In two-player games on graphs, the players move a token through a graph to produce an infinite path, which determines the winner of the game. Such games are central in formal methods since they model the interaction between a…
Games on graphs provide a natural and powerful model for reactive systems. In this paper, we consider generalized reachability objectives, defined as conjunctions of reachability objectives. We first prove that deciding the winner in such…
Traces form a coarse notion of semantic equivalence between states of a process, and have been studied coalgebraically for various types of system. We instantiate the finitary coalgebraic trace semantics framework of Hasuo et al. for…
We introduce a game on graphs. By a theorem of Zermelo, each instance of the game on a finite graph is determined. While the general decision problem on which player has a winning strategy in a given instance of the game is unsolved, we…
Sequences of repeated gambles provide an experimental tool to characterize the risk preferences of humans or artificial decision-making agents. The difficulty of this inference depends on factors including the details of the gambles offered…
Machine Learning techniques have been used to teach computer programs how to play games as complicated as Chess and Go. These were achieved using powerful tools such as Neural Networks and Parallel Computing on Supercomputers. In this…
Important decisions are likely made by groups of agents. Thus group decision making is very common in practice. Very transparent group aggregating rules are given by weighted voting, where each agent is assigned a weight. Here a proposal is…
We create a new two-player game on the Sperner Triangle based on Sperner's lemma. Our game has simple rules and several desirable properties. First, the game is always certain to have a winner. Second, like many other interesting games such…