相关论文: Quantifying the Vices and Virtues of Snakes and La…
In the spirit of "multi-culturalism", we use four kinds of computations: simulation, numeric, symbolic, and "conceptual" to explore some "games of pure chance" inspired by children board games like "Snakes and Ladders" (aka as "Chutes and…
This recreational mathematics article shows that the game of Snakes and Ladders is intransitive: square 69 has a winning edge over 79, which in turn beats 73, which beats 69. Analysis of the game is a nice illustration of Markov chains,…
The game of Moksha-Patam, often known as `Chutes and Ladders', is a widely played indoor game worldwide. While studies have been conducted regarding the nature of an individual board, the possibilities that open up when we change the…
We analyze what happens to the average duration of a game of Chutes and Ladders as the probability of rolling $\delta \in \{ 1,2,3,4,5,6\}$ approaches 100%. We utilize Markov models, and Monte Carlo simulations in Python. We also introduce…
Many animals, and an increasing number of artificial agents, display sophisticated capabilities to perceive and manipulate objects. But human beings remain distinctive in their capacity for flexible, creative tool use -- using objects in…
We compare four different `game-spaces' in terms of their usefulness in characterising multi-player tabletop games, with a particular interest in any underlying change to a game's characteristics as the number of players changes. In each…
For any odd integer $n\geq3$ a board (of size $n$) is a square array of $n\times n$ positions with a simple rule of how to move between positions. The goal of the game we introduce is to find a path from the upper left corner of a board to…
The 1996 Donald Duck Holiday Game is a role-playing variant of the historical Game of the Goose, involving characters with unique attributes, event squares, and random event cards. The objective of the game is to reach the camping before…
Similarity estimation is essential for many game AI applications, from the procedural generation of distinct assets to automated exploration with game-playing agents. While similarity metrics often substitute human evaluation, their…
In a delightful article that recently appeared in Mathematics Magazine, David and Lori Mccune analyze the board game "Count Your Chickens!", recommended to children three and up. Alas, they use the advanced theory of Markov chains, that…
We study repeated multi-player vector-valued games in which a player observes a payoff vector each round and evaluates outcomes through linear scalarizations of those vectors. Different from most prior works, the choice of scalarization is…
Utilitarian games such as dictator games to measure fairness have been studied in the social sciences for decades. These games have given us insight into not only how humans view fairness but also in what conditions the frequency of…
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…
Random walks are powerful tools to analyze spatial-temporal patterns produced by living organisms ranging from cells to humans. At the same time, it is evident that these patterns are not completely random but are results of a convolution…
Playing games is inherently human, and a lot of games are created to challenge different human characteristics. However, these tasks are often left out when evaluating the human-like nature of artificial models. The objective of this work…
We present a Monte Carlo simulation study of the Bhikar-Sawkar card game, a non-deterministic game structurally similar to the classic Beggar-My-Neighbour, which is fully deterministic. Although both games share a common setup, key…
We study the complexity of a particular class of board games, which we call `slide and merge' games. Namely, we consider 2048 and Threes, which are among the most popular games of their type. In both games, the player is required to slide…
Games are often designed to shape player behavior in a desired way; however, it can be unclear how design decisions affect the space of behaviors in a game. Designers usually explore this space through human playtesting, which can be…
The current state-of-the-art Scrabble agents are not learning-based but depend on truncated Monte Carlo simulations and the quality of such agents is contingent upon the time available for running the simulations. This thesis takes steps…
One often finds in the literature connections between measures of fairness and measures of feature importance employed to interpret trained classifiers. However, there seems to be no study that compares fairness measures and feature…