Do you want to publish a course? Click here

Cannibal Animal Games: a new variant of Tic-Tac-Toe

110   0   0.0 ( 0 )
 Added by Matias Korman
 Publication date 2013
and research's language is English




Ask ChatGPT about the research

This paper presents a new partial two-player game, called the emph{cannibal animal game}, which is a variant of Tic-Tac-Toe. The game is played on the infinite grid, where in each round a player chooses and occupies free cells. The first player Alice can occupy a cell in each turn and wins if she occupies a set of cells, the union of a subset of which is a translated, reflected and/or rotated copy of a previously agreed upon polyomino $P$ (called an emph{animal}). The objective of the second player Bob is to prevent Alice from creating her animal by occupying in each round a translated, reflected and/or rotated copy of $P$. An animal is a emph{cannibal} if Bob has a winning strategy, and a emph{non-cannibal} otherwise. This paper presents some new tools, such as the emph{bounding strategy} and the emph{punching lemma}, to classify animals into cannibals or non-cannibals. We also show that the emph{pairing strategy} works for this problem.



rate research

Read More

In this paper, we describe our autonomous bidding agent, RoxyBot, who emerged victorious in the travel division of the 2006 Trading Agent Competition in a photo finish. At a high level, the design of many successful trading agents can be summarized as follows: (i) price prediction: build a model of market prices; and (ii) optimization: solve for an approximately optimal set of bids, given this model. To predict, RoxyBot builds a stochastic model of market prices by simulating simultaneous ascending auctions. To optimize, RoxyBot relies on the sample average approximation method, a stochastic optimization technique.
This paper considers the problem of how to allocate power among competing users sharing a frequency-selective interference channel. We model the interaction between selfish users as a non-cooperative game. As opposed to the existing iterative water-filling algorithm that studies the myopic users, this paper studies how a foresighted user, who knows the channel state information and response strategies of its competing users, should optimize its transmission strategy. To characterize this multi-user interaction, the Stackelberg equilibrium is introduced, and the existence of this equilibrium for the investigated non-cooperative game is shown. We analyze this interaction in more detail using a simple two-user example, where the foresighted user determines its transmission strategy by solving as a bi-level program which allows him to account for the myopic users response. It is analytically shown that a foresighted user can improve its performance, if it has the necessary information about its competitors. Since the optimal solution of Stackelberg equilibrium is computationally prohibitive, we propose a practical low-complexity approach based on Lagrangian duality theory. Numerical simulations verify the performance improvements. Possible ways to acquire the required information and to extend the formulation to more than two users are also discussed.
Weakly acyclic games form a natural generalization of the class of games that have the finite improvement property (FIP). In such games one stipulates that from any initial joint strategy some finite improvement path exists. We classify weakly acyclic games using the concept of a scheduler introduced in arXiv:1202.2209. We also show that finite games that can be solved by the iterated elimination of never best response strategies are weakly acyclic. Finally, we explain how the schedulers allow us to improve the bounds on finding a Nash equilibrium in a weakly acyclic game.
In this paper we introduce a novel flow representation for finite games in strategic form. This representation allows us to develop a canonical direct sum decomposition of an arbitrary game into three components, which we refer to as the potential, harmonic and nonstrategic components. We analyze natural classes of games that are induced by this decomposition, and in particular, focus on games with no harmonic component and games with no potential component. We show that the first class corresponds to the well-known potential games. We refer to the second class of games as harmonic games, and study the structural and equilibrium properties of this new class of games. Intuitively, the potential component of a game captures interactions that can equivalently be represented as a common interest game, while the harmonic part represents the conflicts between the interests of the players. We make this intuition precise, by studying the properties of these two classes, and show that indeed they have quite distinct and remarkable characteristics. For instance, while finite potential games always have pure Nash equilibria, harmonic games generically never do. Moreover, we show that the nonstrategic component does not affect the equilibria of a game, but plays a fundamental role in their efficiency properties, thus decoupling the location of equilibria and their payoff-related properties. Exploiting the properties of the decomposition framework, we obtain explicit expressions for the projections of games onto the subspaces of potential and harmonic games. This enables an extension of the properties of potential and harmonic games to nearby games. We exemplify this point by showing that the set of approximate equilibria of an arbitrary game can be characterized through the equilibria of its projection onto the set of potential games.
188 - Eugene Asarin 2015
Two intimately related new classes of games are introduced and studied: entropy games (EGs) and matrix multiplication games (MMGs). An EG is played on a finite arena by two-and-a-half players: Despot, Tribune and the non-deterministic People. Despot wants to make the set of possible Peoples behaviors as small as possible, while Tribune wants to make it as large as possible.An MMG is played by two players that alternately write matrices from some predefined finite sets. One wants to maximize the growth rate of the product, and the other to minimize it. We show that in general MMGs are undecidable in quite a strong sense.On the positive side, EGs correspond to a subclass of MMGs, and we prove that such MMGs and EGs are determined, and that the optimal strategies are simple. The complexity of solving such games is in NP&coNP.
comments
Fetching comments Fetching comments
Sign in to be able to follow your search criteria
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا