Search results for "Combinatorial game theory"

showing 10 items of 13 documents

Strategic Thinking under social influence: Scalability, stability and robustness of allocations

2016

This paper studies the strategic behavior of a large number of game designers and studies the scalability, stability and robustness of their allocations in a large number of homogeneous coalitional games with transferable utilities (TU). For each TU game, the characteristic function is a continuous-time stochastic process. In each game, a game designer allocates revenues based on the extra reward that a coalition has received up to the current time and the extra reward that the same coalition has received in the other games. The approach is based on the theory of mean-field games with heterogeneous groups in a multi-population regime.

0209 industrial biotechnologyNon-cooperative gameGame mechanicsSequential gameComputer scienceComputingMilieux_PERSONALCOMPUTINGGeneral EngineeringCombinatorial game theory02 engineering and technology01 natural sciencesOptimal control010101 applied mathematicsMicroeconomicsDifferential game020901 industrial engineering & automationMean-field gameRepeated gameSimultaneous gameMean-field games; Coalitional game theory; Differential games; Optimal controlCoalitional game theorySettore MAT/09 - Ricerca Operativa0101 mathematicsVideo game designGame theoryMathematical economics
researchProduct

Robust Allocation Rules in Dynamical Cooperative TU Games

2011

Robust dynamic coalitional TU games are repeated TU games where the values of the coalitions are unknown but bounded variables. We set up the game supposing that the Game Designer uses a vague measure of the extra reward that each coalition has received up to the current time to re-adjust the allocations among the players. As main result, we provide a constructive method for designing allocation rules that converge to the core of the average game. Both the set up and the solution approach also provide an insight on commonalities between coalitional games and stability theory.

Bondareva–Shapley theoremgame theoryMathematical optimizationSequential gameComputer scienceComputingMilieux_PERSONALCOMPUTINGCombinatorial game theoryTheoryofComputation_GENERALConstructiveBounded functionRepeated gameVideo game designGame theoryMathematical economics
researchProduct

Constrained consensus for bargaining in dynamic coalitional TU games

2011

We consider a sequence of transferable utility (TU) games where, at each time, the characteristic function is a random vector with realizations restricted to some set of values. We assume that the players in the game interact only with their neighbors, where the neighbors may vary over time. The main contributions of the paper are the definition of a robust (coalitional) TU game and the development of a distributed bargaining protocol. We prove the convergence with probability 1 of the bargaining protocol to a random allocation that lies in the core of the robust game under some mild conditions on the players' communication graphs.

Computer Science::Computer Science and Game TheoryMathematical optimizationBargaining problemSequential gameRobustness (computer science)Computer scienceComputingMilieux_PERSONALCOMPUTINGCombinatorial game theoryGraph theoryTransferable utilityMathematical economicsGame theoryIEEE Conference on Decision and Control and European Control Conference
researchProduct

Modular Strategies for Recursive Game Graphs

2006

AbstractMany problems in formal verification and program analysis can be formalized as computing winning strategies for two-player games on graphs. In this paper, we focus on solving games in recursive game graphs which can model the control flow in sequential programs with recursive procedure calls. While such games can be viewed as the pushdown games studied in the literature, the natural notion of winning in our framework requires the strategies to be modular with only local memory; that is, resolution of choices within a module does not depend on the context in which the module is invoked, but only on the history within the current invocation of the module. While reachability in (global…

Computer Science::Computer Science and Game TheoryTheoretical computer scienceGeneral Computer ScienceCombinatorial game theoryContext (language use)02 engineering and technology0102 computer and information sciences01 natural sciencesTheoretical Computer ScienceProgram analysisReachability0202 electrical engineering electronic engineering information engineering0101 mathematicsMathematicsbusiness.industry010102 general mathematics020207 software engineeringPushdown systemsResolution (logic)Modular designCall graphUndecidable problemModel-checkingGames in verification010201 computation theory & mathematicsbusinessComputer Science(all)
researchProduct

Advantage of Quantum Strategies in Random Symmetric XOR Games

2013

Non-local games are known as a simple but useful model which is widely used for displaying nonlocal properties of quantum mechanics. In this paper we concentrate on a simple subset of non-local games: multiplayer XOR games with 1-bit inputs and 1-bit outputs which are symmetric w.r.t. permutations of players.

Computer Science::Computer Science and Game TheoryTheoretical computer scienceSequential gameQuantum pseudo-telepathySimple (abstract algebra)Symmetric gameComputingMilieux_PERSONALCOMPUTINGCombinatorial game theoryRepeated gameTheoryofComputation_GENERALScreening gameQuantumMathematics
researchProduct

On symmetric nonlocal games

2013

Abstract Nonlocal games are used to display differences between the classical and quantum world. In this paper, we study symmetric XOR games, which form an important subset of nonlocal games. We give simple methods for calculating the classical and the quantum values for symmetric XOR games with one-bit input per player. We illustrate those methods with two examples. One example is an N -player game (due to Ardehali (1992) [3] ) that provides the maximum quantum-over-classical advantage. The second example comes from generalization of CHSH game by letting the referee to choose arbitrary symmetric distribution of players’ inputs.

Discrete mathematicsComputer Science::Computer Science and Game TheoryGeneral Computer ScienceQuantum pseudo-telepathyGeneralizationSymmetric gameComputingMilieux_PERSONALCOMPUTINGCombinatorial game theoryTheoryofComputation_GENERALSymmetric probability distributionTheoretical Computer ScienceSimple (abstract algebra)Quantum worldMathematical economicsQuantumMathematicsTheoretical Computer Science
researchProduct

On Applying Adaptive Data Structures to Multi-Player Game Playing

2013

In the field of game playing, the focus has been on two-player games, such as Chess and Go, rather than on multi-player games, with dominant multi-player techniques largely being an extension of two-player techniques to an \(N\)-player environment. To address the problem of multiple opponents, we propose the merging of two previously unrelated fields, namely those of multi-player game playing and Adaptive Data Structures (ADS). We present here a novel move-ordering heuristic for a dominant multi-player game playing algorithm, namely the Best-Reply Search (BRS). Our enhancement uses an ADS to rank the opponents in terms of their respective threat levels to the player modeled by the AI algori…

Focus (computing)Sequential gameComputer scienceHeuristicbusiness.industryRank (computer programming)ComputingMilieux_PERSONALCOMPUTINGCombinatorial game theoryArtificial intelligenceGame treebusinessData structureField (computer science)
researchProduct

From Global Games to Re-contextualized Games: The Design Process of TekMyst

2011

Designing, developing and testing a game for a specific learning context and then achieving positive results, encourages one to deploy it in other environments. We know however that it is not always possible to successfully transfer artifacts from one learning context to the next. In this chapter we explore the principles to be considered when re-contextualizing a game. We base our analysis on the transfer of a Hypercontextualized Game SciMyst (which was designed and developed for the Joensuu Science Festival) into its re-contextualized version TekMyst (for the Helsinki Museum of Technology). Employing a qualitative approach we review the requirements and design decisions at the hand of fou…

Game mechanicsKnowledge managementComputer sciencebusiness.industryCombinatorial game theoryContext (language use)Emergent gameplaybusinessVideo game designGlobal gameTurns rounds and time-keeping systems in gamesRecreational mathematics
researchProduct

Novel threat-based AI strategies that incorporate adaptive data structures for multi-player board games

2016

This paper considers the problem of designing novel techniques for multi-player game playing, in a range of board games and configurations. Compared to the well-known case of two-player game playing, multi-player game playing is a more complex problem with unique requirements. To address the unique challenges of this domain, we examine the potential of employing techniques inspired by Adaptive Data Structures (ADSs) to rank opponents based on their relative threats, and using this information to achieve gains in move ordering and tree pruning. We name our new technique the Threat-ADS heuristic. We examine the Threat-ADS’ performance within a range of game models, employing a number of diffe…

Game mechanicsNon-cooperative gameSequential gamebusiness.industryComputer scienceNormal-form gameComputingMilieux_PERSONALCOMPUTINGCombinatorial game theory020207 software engineeringScreening game02 engineering and technologyExtensive-form gameWin-win gameGame designArtificial IntelligenceSimulations and games in economics education0202 electrical engineering electronic engineering information engineeringRepeated game020201 artificial intelligence & image processingArtificial intelligencebusinessGame treeMetagamingApplied Intelligence
researchProduct

Dynamic Coalitional TU Games: Distributed Bargaining among Players' Neighbors

2013

We consider a sequence of transferable utility (TU) games where, at each time, the characteristic function is a random vector with realizations restricted to some set of values. The game differs from other ones in the literature on dynamic, stochastic or interval valued TU games as it combines dynamics of the game with an allocation protocol for the players that dynamically interact with each other. The protocol is an iterative and decentralized algorithm that offers a paradigmatic mathematical description of negotiation and bargaining processes. The first part of the paper contributes to the definition of a robust (coalitional) TU game and the development of a distributed bargaining protoc…

Mathematical optimizationComputer Science::Computer Science and Game TheorySequential gameComputer scienceCombinatorial game theoryExample of a game without a valueFOS: MathematicsSimultaneous gameElectrical and Electronic EngineeringTransferable utilityMathematics - Optimization and ControlGame theoryBondareva–Shapley theoremBargaining problemNon-cooperative gameUtility theoryStochastic gameComputingMilieux_PERSONALCOMPUTINGScreening gameComputer Science ApplicationsBargaining processCore (game theory)Control and Systems EngineeringOptimization and Control (math.OC)Repeated gameSettore MAT/09 - Ricerca OperativaoptimizationMathematical economicsGame theory
researchProduct