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The question of what global information must distributed rational agents a-priori know about the network in order for equilibrium to be possible is researched here. Until now, distributed algorithms with rational agents have assumed that…
Self-testing results allow us to infer the underlying quantum mechanical description of states and measurements from classical outputs produced by non-communicating parties. The standard definition of self-testing does not apply in…
Suppose that the outcomes of a roulette table are not entirely random, in the sense that there exists a successful betting strategy. Is there a successful `separable' strategy, in the sense that it does not use the winnings from betting on…
A correlated equilibrium is a fundamental solution concept in game theory that enjoys many desirable properties. However, it requires a trusted mediator, which is a major drawback in many practical applications. A computational solution to…
In an iterated two-person game, for instance prisoner's dilemma or the snowdrift game, there exist strategies that force the payoffs of the opponents to be equal. These equalizer strategies form a subset of the more general zero-determinant…
We apply several quantization schemes to simple versions of the Chinos game. Classically, for two players with one coin each, there is a symmetric stable strategy that allows each player to win half of the times on average. A partial…
Nonlocal quantum games provide proof of principle that quantum resources can confer advantage at certain tasks. They also provide a compelling way to explore the computational utility of phases of matter on quantum hardware. In a recent…
Reachability games are two-player games played on a graph, where the objective of $\texttt{REACH}$ player is to reach the target set whereas the objective of $\texttt{SAFE}$ player is to stay away from the target set. Reachability games…
We solve the problem of one-dimensional Peg Solitaire. In particular, we show that the set of configurations that can be reduced to a single peg forms a regular language, and that a linear-time algorithm exists for reducing any…
Given one or more uses of a classical channel, only a certain number of messages can be transmitted with zero probability of error. The study of this number and its asymptotic behaviour constitutes the field of classical zero-error…
Nonlocality enables two parties to win specific games with probabilities strictly higher than allowed by any classical theory. Nevertheless, all known such examples consider games where the two parties have a common interest, since they…
We construct a linear system non-local game which can be played perfectly using a limit of finite-dimensional quantum strategies, but which cannot be played perfectly on any finite-dimensional Hilbert space, or even with any tensor-product…
We analyse the role of degree of entanglement for Vaidman's game in a setting where the players share a set of partially entangled three-qubit states. Our results show that the entangled states combined with quantum strategies may not be…
This paper presents iNNK, a multiplayer drawing game where human players team up against an NN. The players need to successfully communicate a secret code word to each other through drawings, without being deciphered by the NN. With this…
A communication game consists of distributed parties attempting to jointly complete a task with restricted communication. Such games are useful tools for studying limitations of physical theories. A theory exhibits preparation contextuality…
In this article, we consider some simple combinatorial game and a winning strategy in this game. This game is then used to prove several known results about non-repetitive sequences and approximations with denominators from a lacunary…
Colonel Blotto games with discrete strategy spaces effectively illustrate the intricate nature of multidimensional strategic reasoning. This paper studies the equilibrium set of such games where, in line with prior experimental work, the…
We give an algorithm for solving stochastic parity games with almost-sure winning conditions on lossy channel systems, for the case where the players are restricted to finite-memory strategies. First, we describe a general framework, where…
In this paper we study how to play (stochastic) games optimally using little space. We focus on repeated games with absorbing states, a type of two-player, zero-sum concurrent mean-payoff games. The prototypical example of these games is…
In the natural generalization of tic-tac-toe to an $n \times n \times n$ board where $n \in \mathbb{N}$, it is known that the first player has a winning strategy if $n \leq 4$ and that either player can force a draw if $n \geq 8$. The…