相关论文: The Struggles of Chessland
We propose a controlled simulation within a competitive sum-zero environment as a proxy for disaggregating components of success. Given a simulation of the Risk board game, we consider (a) Talent to be one of three rule-based strategies…
These lectures were a part of the geometry course held during the Fall 2011 Mathematics Advanced Study Semesters (MASS) Program at Penn State (\url{http://www.math.psu.edu/mass/}). The lectures are meant to be accessible to advanced…
This paper presents a data-driven statistical framework to quantify the role of skill in games, addressing the long-standing question of whether success in a game is predominantly driven by skill or chance. We analyze player level data from…
The curse of dimensionality in the realm of association rules is twofold. Firstly, we have the well known exponential increase in computational complexity with increasing item set size. Secondly, there is a \emph{related curse} concerned…
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…
Games are useful tools for introducing new concepts to students. This paper describes a competitive two-player game for sophomore students in a modern physics survey course or junior/senior students in an introductory quantum mechanics…
In a graph story the vertices enter a graph one at a time and each vertex persists in the graph for a fixed amount of time $\omega$, called viewing window. At any time, the user can see only the drawing of the graph induced by the vertices…
Briscola is a traditional Italian trick-taking card game whose simplest form is played by two players. Popular folklore credits victory almost entirely to the player who is dealt more cards of the trump suit (the so-called \emph{briscola}),…
We propose a new class of game-theoretic models for network formation in which strategies are not directly related to edge choices, but instead correspond more generally to the exertion of social effort. The observed social network is thus…
It has become widely known that when two flows of pedestrians cross stripes emerge spontaneously by which the pedestrians of the two walking directions manage to pass each other in an orderly manner. In this work, we report about the…
We consider a 3-player game in the normal form, in which each player has two actions. We assume that the game is symmetric and repeated infinitely many times. At each stage players make their choices knowing only the average payoffs from…
In the field of international security, understanding the strategic interactions between countries within a networked context is crucial. Our previous research has introduced a ``games-on-signed graphs'' framework~\cite{LiMorse2022} to…
String art is an arrangement of pegs on a board with thread strung between these pegs to form beautiful geometric patterns. In this article, we consider a simple form of string art where pegs are placed on two diverging axes, and segments…
In 1983 the chess periodical EG published a summary of a letter from Julius Telesin outlining how a king, a bishop and a knight can checkmate a lonely king on an arbitrarily large chessboard. The Telesin checkmating procedure doesn't seem…
The $n$-queens puzzle is to place $n$ mutually non-attacking queens on an $n \times n$ chessboard. We present a simple two stage randomized algorithm to construct such configurations. In the first stage, a random greedy algorithm constructs…
This paper is one of a series in which elementary-education practice is analyzed by comparison with the history of mathematics, mathematical structure, modern practice, and (occasionally) cognitive neuroscience. The primary concerns are:…
We consider the chessboard pebbling problem analyzed by Chung, Graham, Morrison and Odlyzko [3]. We study the number of reachable configurations $G(k)$ and a related double sequence $G(k,m)$. Exact expressions for these are derived, and we…
Computational aspects of solution notions such as Nash equilibrium have been extensively studied, including settings where the ultimate goal is to find an equilibrium that possesses some additional properties. Furthermore, in order to…
Graph Pebbling is a well-studied single-player game on graphs. We introduce the game of Blocking Pebbles which adapts Graph Pebbling into a two-player strategy game in order to examine it within the context of Combinatorial Game Theory.…
Many natural processes rely on optimizing the success ratio of a search process. We use an experimental setup consisting of a simple online game in which players have to find a target hidden on a board, to investigate the how the rounds are…