490 research outputs found
Infinite cyclic impartial games
We define the family of {\it locally path-bounded} digraphs, which is a class
of infinite digraphs, and show that on this class it is relatively easy to
compute an optimal strategy (winning or nonlosing); and realize a win, when
possible, in a finite number of moves. This is done by proving that the
Generalized Sprague-Grundy function exists uniquely and has finite values on
this class.Comment: To appear in Proc. Computer Games 199
Cumulative Games: Who is the current player?
Combinatorial Game Theory (CGT) is a branch of game theory that has developed
almost independently from Economic Game Theory (EGT), and is concerned with
deep mathematical properties of 2-player 0-sum games that are defined over
various combinatorial structures. The aim of this work is to lay foundations to
bridging the conceptual and technical gaps between CGT and EGT, here
interpreted as so-called Extensive Form Games, so they can be treated within a
unified framework. More specifically, we introduce a class of -player,
general-sum games, called Cumulative Games, that can be analyzed by both CGT
and EGT tools. We show how two of the most fundamental definitions of CGT---the
outcome function, and the disjunctive sum operator---naturally extend to the
class of Cumulative Games. The outcome function allows for an efficient
equilibrium computation under certain restrictions, and the disjunctive sum
operator lets us define a partial order over games, according to the advantage
that a certain player has. Finally, we show that any Extensive Form Game can be
written as a Cumulative Game.Comment: 54 pages, 4 figure
Two-Player Tower of Hanoi
The Tower of Hanoi game is a classical puzzle in recreational mathematics
(Lucas 1883) which also has a strong record in pure mathematics. In a
borderland between these two areas we find the characterization of the minimal
number of moves, which is , to transfer a tower of disks. But there
are also other variations to the game, involving for example real number
weights on the moves of the disks. This gives rise to a similar type of
problem, but where the final score seeks to be optimized. We study extensions
of the one-player setting to two players, invoking classical winning conditions
in combinatorial game theory such as the player who moves last wins, or the
highest score wins. Here we solve both these winning conditions on three heaps.Comment: 16 pages, 6 figures, 1 tabl
Three-player impartial games
Past efforts to classify impartial three-player combinatorial games (the
theories of Li and Straffin) have made various restrictive assumptions about
the rationality of one's opponents and the formation and behavior of
coalitions. One may instead adopt an agnostic attitude towards such issues, and
seek only to understand in what circumstances one player has a winning strategy
against the combined forces of the other two. By limiting ourselves to this
more modest theoretical objective, and by regarding two games as being
equivalent if they are interchangeable in all disjunctive sums,as far as
single-player winnability is concerned, we can obtain an interesting analogue
of Grundy values for three-player impartial games.Comment: 8 pages, 10 tables; to appear in Theoretical Computer Scienc
Playing Games with Algorithms: Algorithmic Combinatorial Game Theory
Combinatorial games lead to several interesting, clean problems in algorithms
and complexity theory, many of which remain open. The purpose of this paper is
to provide an overview of the area to encourage further research. In
particular, we begin with general background in Combinatorial Game Theory,
which analyzes ideal play in perfect-information games, and Constraint Logic,
which provides a framework for showing hardness. Then we survey results about
the complexity of determining ideal play in these games, and the related
problems of solving puzzles, in terms of both polynomial-time algorithms and
computational intractability results. Our review of background and survey of
algorithmic results are by no means complete, but should serve as a useful
primer.Comment: 42 pages, 18 figures. Major revision to survey, and new author. To
appear in Games of No Chance II
Conway games, algebraically and coalgebraically
Using coalgebraic methods, we extend Conway's theory of games to possibly
non-terminating, i.e. non-wellfounded games (hypergames). We take the view that
a play which goes on forever is a draw, and hence rather than focussing on
winning strategies, we focus on non-losing strategies. Hypergames are a
fruitful metaphor for non-terminating processes, Conway's sum being similar to
shuffling. We develop a theory of hypergames, which extends in a non-trivial
way Conway's theory; in particular, we generalize Conway's results on game
determinacy and characterization of strategies. Hypergames have a rather
interesting theory, already in the case of impartial hypergames, for which we
give a compositional semantics, in terms of a generalized Grundy-Sprague
function and a system of generalized Nim games. Equivalences and congruences on
games and hypergames are discussed. We indicate a number of intriguing
directions for future work. We briefly compare hypergames with other notions of
games used in computer science.Comment: 30 page
An Extension of the Normal Play Convention to -player Combinatorial Games
We examine short combinatorial games for three or more players under a new
play convention in which a player who cannot move on their turn is the unique
loser. We show that many theorems of impartial and partizan two-player games
under normal play have natural analogues in this setting. For impartial games
with three players, we investigate the possible outcomes of a sum in detail,
and determine the outcomes and structure of three-player Nim.Comment: 45 pages; Presented at Integers Conference 2018, submitted to
Proceeding
The -operator and Invariant Subtraction Games
We study 2-player impartial games, so called \emph{invariant subtraction
games}, of the type, given a set of allowed moves the players take turn in
moving one single piece on a large Chess board towards the position
. Here, invariance means that each allowed move is available
inside the whole board. Then we define a new game, of the old game, by
taking the -positions, except , as moves in the new game. One
such game is \W^\star= (Wythoff Nim), where the moves are defined by
complementary Beatty sequences with irrational moduli. Here we give a
polynomial time algorithm for infinitely many -positions of \W^\star. A
repeated application of turns out to give especially nice properties
for a certain subfamily of the invariant subtraction games, the
\emph{permutation games}, which we introduce here. We also introduce the family
of \emph{ornament games}, whose -positions define complementary Beatty
sequences with rational moduli---hence related to A. S. Fraenkel's `variant'
Rat- and Mouse games---and give closed forms for the moves of such games. We
also prove that (-pile Nim) = -pile Nim.Comment: 30 pages, 5 figure
Algebraic games - Playing with groups and rings
Two players alternate moves in the following impartial combinatorial game:
Given a finitely generated abelian group , a move consists of picking some
nonzero element . The game then continues with the quotient group . We prove that under the normal play rule, the second player
has a winning strategy if and only if is a square, i.e. is isomorphic
to for some abelian group . Under the mis\`ere play rule, only
minor modifications concerning elementary abelian groups are necessary to
describe the winning situations. We also compute the nimbers, i.e.
Sprague-Grundy values, of -generated abelian groups. An analogous game can
be played with arbitrary algebraic structures. We study some examples of
non-abelian groups and commutative rings such as , where is a
principal ideal domain.Comment: 31 pages; complete revision; added computations of nimbers and a
section about polynomial ring
The spectrum of nim-values for achievement games for generating finite groups
We study an impartial achievement game introduced by Anderson and Harary. The
game is played by two players who alternately select previously unselected
elements of a finite group. The game ends when the jointly selected elements
generate the group. The last player able to make a move is the winner of the
game. We prove that the spectrum of nim-values of these games is
. This positively answers two conjectures from a previous paper
by the last two authors.Comment: 11 pages, 5 figures, 2 table
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