相关论文: Computability of simple games: A complete investig…
Prior research has explored potential applications of video games in programming education to elicit computational thinking skills. However, existing approaches are often either too general, not taking into account the diversity of genres…
By nature, transmissible human knowledge is enumerable: every sentence, movie, audio record can be encoded in a sufficiently long string of 0's and 1's. The works of G\"odel, Turing and others showed that there are inherent limits and…
We looked at a method for estimating the complexity measure of game tree size (the number of legal games). It seems effective for a number of children's games such as Tic-Tac-Toe, Connect Four and Othello.
We present a unifying representation of computation as a two-player game between an \emph{Algorithm} and \emph{Nature}, grounded in domain theory and game theory. The Algorithm produces progressively refined approximations within a Scott…
We apply the theory of infinite two-person games to two well-known problems in topology: Suslin's Problem and Arhangel'skii's problem on $G_\delta$ covers of compact spaces. More specifically, we prove results of which the following two are…
This is an introduction into John Conway's beautiful Combinatorial Game Theory, providing precise statements and detailed proofs for the fundamental parts of his theory. (1) Combinatorial game theory, (2) the GROUP of games, (3) the FIELD…
Many learning algorithms are known to converge to an equilibrium for specific classes of games if the same learning algorithm is adopted by all agents. However, when the agents are self-interested, a natural question is whether agents have…
Solomonoff unified Occam's razor and Epicurus' principle of multiple explanations to one elegant, formal, universal theory of inductive inference, which initiated the field of algorithmic information theory. His central result is that the…
What is computable with limited resources? How can we verify the correctness of computations? How to measure computational power with precision? Despite the immense scientific and engineering progress in computing, we still have only…
Standard game theory assumes that the structure of the game is common knowledge among players. We relax this assumption by considering extensive games where agents may be unaware of the complete structure of the game. In particular, they…
Simple stochastic games are turn-based 2.5-player zero-sum graph games with a reachability objective. The problem is to compute the winning probability as well as the optimal strategies of both players. In this paper, we compare the three…
We extend concurrent game structures (CGSs) with a simple notion of preference over computations and define a minimal notion of rationality for agents based on the concept of dominance. We use this notion to interpret a CL and an ATL…
This paper studies the complexity of computing a representation of a simple game as the intersection (union) of weighted majority games, as well as, the dimension or the codimension. We also present some examples with linear dimension and…
In this paper, we study the notion of admissibility for randomised strategies in concurrent games. Intuitively, an admissible strategy is one where the player plays `as well as possible', because there is no other strategy that dominates…
We develop a general game-theoretic framework for reasoning about strategic agents performing possibly costly computation. In this framework, many traditional game-theoretic results (such as the existence of a Nash equilibrium) no longer…
Fairness is a desirable and crucial property of many protocols that handle, for instance, exchanges of message. It states that if at least one agent engaging in the protocol is honest, then either the protocol will unfold correctly and…
Choice functions constitute a simple, direct and very general mathematical framework for modelling choice under uncertainty. In particular, they are able to represent the set-valued choices that typically arise from applying decision rules…
We consider solutions of normal form games that are invariant under strategic equivalence. We consider additional properties that can be expected (or be desired) from a solution of a game, and we observe the following: - Even the weakest…
This paper investigates some necessary and sufficient conditions for a game to be a potential game. At first, we extend the classical results of Slade and Monderer and Shapley from games with one-dimensional action spaces to games with…
We obtain game-theoretic characterizations for meagerness and rareness of filters on a countable set.