How to play two-players restricted quantum games with 10 cards
Aerts, D; D'Hooghe, B; Posiewnik, A; Pykacz, J; Aerts, Diederik; Amira, Haroun; Hooghe, Bart D'; Posiewnik, Andrzej; Pykacz, Jaroslaw
2005-01-01
We show that it is perfectly possible to play 'restricted' two-players, two-strategies quantum games proposed originally by Marinatto and Weber having as the only equipment a pack of 10 cards. The 'quantum board' of such a model of these quantum games is an extreme simplification of 'macroscopic quantum machines' proposed by one of the authors in numerous papers that allow to simulate by macroscopic means various experiments performed on two entangled quantum objects
Analysis of two-player quantum games in an EPR setting using Clifford's geometric algebra.
Chappell, James M; Iqbal, Azhar; Abbott, Derek
2012-01-01
The framework for playing quantum games in an Einstein-Podolsky-Rosen (EPR) type setting is investigated using the mathematical formalism of geometric algebra (GA). The main advantage of this framework is that the players' strategy sets remain identical to the ones in the classical mixed-strategy version of the game, and hence the quantum game becomes a proper extension of the classical game, avoiding a criticism of other quantum game frameworks. We produce a general solution for two-player games, and as examples, we analyze the games of Prisoners' Dilemma and Stag Hunt in the EPR setting. The use of GA allows a quantum-mechanical analysis without the use of complex numbers or the Dirac Bra-ket notation, and hence is more accessible to the non-physicist.
Analysis of two-player quantum games in an EPR setting using Clifford's geometric algebra.
Directory of Open Access Journals (Sweden)
James M Chappell
Full Text Available The framework for playing quantum games in an Einstein-Podolsky-Rosen (EPR type setting is investigated using the mathematical formalism of geometric algebra (GA. The main advantage of this framework is that the players' strategy sets remain identical to the ones in the classical mixed-strategy version of the game, and hence the quantum game becomes a proper extension of the classical game, avoiding a criticism of other quantum game frameworks. We produce a general solution for two-player games, and as examples, we analyze the games of Prisoners' Dilemma and Stag Hunt in the EPR setting. The use of GA allows a quantum-mechanical analysis without the use of complex numbers or the Dirac Bra-ket notation, and hence is more accessible to the non-physicist.
How To Play Two-Player Restricted Quantum Games with 10 Cards
Aerts, Diederik; D'Hooghe, Bart; Posiewnik, Andrzej; Pykacz, Jaroslaw; Dehaene, Jeroen; de Moor, Bart
2008-01-01
We show that it is possible to play ‘restricted’ two-player quantum games proposed originally by Marinatto and Weber (Phys. Lett. A 272:291 303, 2000) by purely macroscopic means, in the simplest case having as the only equipment a pack of 10 cards. Our example shows also that some apparently ‘genuine quantum’ results, even those that emerge as a consequence of dealing with entangled states, can be obtained by suitable application of Kolmogorovian probability calculus and secondary-school mathematics, without application of the ‘Hilbert space machinery’.
A quantum-like view to a generalized two players game
Bagarello, Fabio
2015-01-01
This paper consider the possibility of using some quantum tools in decision making strategies. In particular, we consider here a dynamical open quantum system helping two players, $\\G_1$ and $\\G_2$, to take their decisions in a specific context. We see that, within our approach, the final choices of the players do not depend in general on their initial {\\em mental states}, but they are driven essentially by the environment which interacts with them. The model proposed here also considers interactions of different nature between the two players, and it is simple enough to allow for an analytical solution of the equations of motion.
Quantum-Like Model for Decision Making Process in Two Players Game. A Non-Kolmogorovian Model
Asano, Masanari; Ohya, Masanori; Khrennikov, Andrei
2011-03-01
In experiments of games, players frequently make choices which are regarded as irrational in game theory. In papers of Khrennikov (Information Dynamics in Cognitive, Psychological and Anomalous Phenomena. Fundamental Theories of Physics, Kluwer Academic, Norwell, 2004; Fuzzy Sets Syst. 155:4-17, 2005; Biosystems 84:225-241, 2006; Found. Phys. 35(10):1655-1693, 2005; in QP-PQ Quantum Probability and White Noise Analysis, vol. XXIV, pp. 105-117, 2009), it was pointed out that statistics collected in such the experiments have "quantum-like" properties, which can not be explained in classical probability theory. In this paper, we design a simple quantum-like model describing a decision-making process in a two-players game and try to explain a mechanism of the irrational behavior of players. Finally we discuss a mathematical frame of non-Kolmogorovian system in terms of liftings (Accardi and Ohya, in Appl. Math. Optim. 39:33-59, 1999).
Two-Player 2 × 2 Quantum Game in Spin System
Huang, Zhiming; Situ, Haozhen
2017-02-01
In this work, we study the payoffs of quantum Samaritan's dilemma played with the thermal entangled state of XXZ spin model in the presence of Dzyaloshinskii-Moriya (DM) interaction. We discuss the effect of anisotropy parameter, strength of DM interaction and temperature on quantum Samaritan's dilemma. It is shown that although increasing DM interaction and anisotropy parameter generate entanglement, players payoffs are not simply decided by entanglement and depend on other game components such as strategy and payoff measurement. In general, Entanglement and Alice's payoff evolve to a relatively stable value with anisotropy parameter, and develop to a fixed value with DM interaction strength, while Bob's payoff changes in the reverse direction. It is noted that the augment of Alice's payoff compensates for the loss of Bob's payoff. For different strategies, payoffs have different changes with temperature. Our results and discussions can be analogously generalized to other 2 × 2 quantum static games in various spin models.
The expected-outcome model of two-player games
Abramson, Bruce
1990-01-01
The Expected-Outcome Model of Two-Player Games deals with the expected-outcome model of two-player games, in which the relative merit of game-tree nodes, rather than board positions, is considered. The ambiguity of static evaluation and the problems it generates in the search system are examined and the development of a domain-independent static evaluator is described. Comprised of eight chapters, this book begins with an overview of the rationale for the mathematical study of games, followed by a discussion on some previous artificial intelligence (AI) research efforts on game-trees. The nex
Computing Sequential Equilibria for Two-Player Games
DEFF Research Database (Denmark)
Miltersen, Peter Bro; Sørensen, Troels Bjerre
2006-01-01
Koller, Megiddo and von Stengel showed how to efficiently compute minimax strategies for two-player extensive-form zero-sum games with imperfect information but perfect recall using linear programming and avoiding conversion to normal form. Koller and Pfeffer pointed out that the strategies...... a sequential equilibrium are computed. In particular, we show that a sequential equilibrium for a two-player zero-sum game with imperfect information but perfect recall can be found in polynomial time. In addition, the equilibrium we find is normal-form perfect. Our technique generalizes to general-sum games...
Computing Equilibria of Two Player Games
DEFF Research Database (Denmark)
Sørensen, Troels Bjerre
with computing equilibria of game theoretic models where only two agents are involved. The work described ranges from the theoretical development of algorithms for computing refined equilibria, which satisfy additional constraints beyond being an equilibrium, to the practical solving of real life games. Part I...... Theory. The application areas of Game Theory fathoms most academic disciplines, all the way from Political Science and Economics through Biology to Computer Science. It also has played an important role in areas Philosophy and Ethics. It has even been used to politically justify military conflicts...... to the prediction. Predicting behavior of rational agents has many application areas. The phrasing of the last paragraph was vague for sole purpose of not implying any restriction on what agents are and in what context they act. The whole area of reasoning about rational interaction of agents is known as Game...
Computing sequential equilibria for two-player games
DEFF Research Database (Denmark)
Miltersen, Peter Bro
2006-01-01
Koller, Megiddo and von Stengel showed how to efficiently compute minimax strategies for two-player extensive-form zero-sum games with imperfect information but perfect recall using linear programming and avoiding conversion to normal form. Their algorithm has been used by AI researchers for cons...
Computing sequential equilibria for two-player games
DEFF Research Database (Denmark)
Miltersen, Peter Bro
2006-01-01
Koller, Megiddo and von Stengel showed how to efficiently compute minimax strategies for two-player extensive-form zero-sum games with imperfect information but perfect recall using linear programming and avoiding conversion to normal form. Their algorithm has been used by AI researchers for cons...
Computing Equilibria of Two Player Games
DEFF Research Database (Denmark)
Sørensen, Troels Bjerre
to the prediction. Predicting behavior of rational agents has many application areas. The phrasing of the last paragraph was vague for sole purpose of not implying any restriction on what agents are and in what context they act. The whole area of reasoning about rational interaction of agents is known as Game......Predicting the future is a useful skill to have. It may not be impressive to predict that a stone will fall if we drop it, or that a tree will tumble if we chop it, as these systems follow predetermined behavior. It becomes harder to predict when free will enters the picture. If a single rational...... individual goals. Actions of one agent influences the situations and outcomes of other agents. The situation is not any easier if we are one of the agents in the system, trying to choose what action to take. We still want to predict what the others might do, so we can plan our best response with respect...
Strategy complexity of two-player, zero-sum games
DEFF Research Database (Denmark)
Ibsen-Jensen, Rasmus
This dissertation considers two-player, zero-sum games with a focus on how complicated they are to play; a notion I will call strategy complexity. Often, knowing good bounds on the strategy complexity indicates bounds on the run time of various algorithms. In such cases I will also derive bounds...... games and concurrent mean-payoff games, I will use the notion of patience as a measure of how complicated a game is to play. I do so since a “good” strategy in those game classes can take the form of probability distributions over some set of choices. The patience is then 1=p, where p is the smallest...... non-zero probability used in one of the probability distributions. In each case I provide relatively tight bounds on the patience of the “good” strategy that requires the least patience in the worst game of the game class. I will give an improved bound on the patience of concurrent reachability games...
Benjamin, S C; Benjamin, Simon C.; Hayden, Patrick M.
2001-01-01
Game theory is a mature field of applied mathematics. It formalizes the conflict between competing agents, and has found applications ranging from economics through to biology. Recently the first efforts have been made to introduce quantum information into game theory. For two-player games, it has been found that when the allowed `moves' are extended to include everything quantum mechanically possible, then the predominant strategies in the game can disappear, and only reappear if the players degrade the quantum coherence. Here we present the first study of quantum games with more than two players. We demonstrate that such games can exhibit `coherent' equilibrium strategies which have no analogue in classical games, or even in two-player quantum games. These equilibria are generally of a cooperative nature: quantum players can exploit their environment highly efficiently through the use of collaborative strategies.
Two-Player and Two-Strategy Symmetric Evolutionary Game with Fluctuations
Institute of Scientific and Technical Information of China (English)
LIU Wei-Bing; WANG Xian-Jia
2007-01-01
Research on evolutionary games in a noisy environment is still a non-solved problem. By using Markov process, we build a dynamic model for two-player and two-strategy symmetric game in noisy environment. Some illustrative examples are presented and the results are determined by simulation experiments.
How Two Players Negotiate Rhythm in a Shared Rhythm Game
DEFF Research Database (Denmark)
Hansen, Anne-Marie; Andersen, Hans Jørgen; Raudaskoski, Pirkko Liisa
2012-01-01
In a design and working prototype of a shared music interface eleven teams of two people were to collaborate about filling in holes with tones and beats in an evolving ground rhythm. The hypothesis was that users would tune into each other and have sections of characteristic rhythmical relationsh......In a design and working prototype of a shared music interface eleven teams of two people were to collaborate about filling in holes with tones and beats in an evolving ground rhythm. The hypothesis was that users would tune into each other and have sections of characteristic rhythmical...... from each other. Video analysis of user interaction shines light upon how users engaged in a rhythmical relationship, and interviews give information about the user experience in terms of the game play and user collaboration. Based on the findings in this paper we propose design guidelines...... for collaborative rhythmical game play....
Probabilistic one-player Ramsey games via deterministic two-player games
Belfrage, Michael; Spöhel, Reto
2009-01-01
Consider the following probabilistic one-player game: The board is a graph with $n$ vertices, which initially contains no edges. In each step, a new edge is drawn uniformly at random from all non-edges and is presented to the player, henceforth called Painter. Painter must assign one of $r$ available colors to each edge immediately, where $r \\geq 2$ is a fixed integer. The game is over as soon as a monochromatic copy of some fixed graph $F$ has been created, and Painter's goal is to 'survive' for as many steps as possible before this happens. We present a new technique for deriving upper bounds on the threshold of this game, i.e., on the typical number of steps Painter will survive with an optimal strategy. More specifically, we consider a deterministic two-player variant of the game where the edges are not chosen randomly, but by a second player Builder. However, Builder has to adhere to the restriction that, for some real number $d$, the ratio of edges to vertices in all subgraphs of the evolving board neve...
Two-player quantum pseudo-telepathy based on recent all-versus-nothing violations of local realism
Cabello, A
2005-01-01
We introduce two two-player quantum pseudo-telepathy games based on two recently proposed all-versus-nothing (AVN) proofs of Bell's theorem [A. Cabello, quant-ph/0507259 (Phys. Rev. Lett. to be published) and quant-ph/0507260 (Phys. Rev. A to be published)]. These games prove that Broadbent and Methot's claim that these AVN proofs do not rule out local-hidden-variable theories in which it is possible to exchange unlimited information inside the same light-cone (quant-ph/0511047) is incorrect.
Spike-based decision learning of Nash equilibria in two-player games.
Directory of Open Access Journals (Sweden)
Johannes Friedrich
Full Text Available Humans and animals face decision tasks in an uncertain multi-agent environment where an agent's strategy may change in time due to the co-adaptation of others strategies. The neuronal substrate and the computational algorithms underlying such adaptive decision making, however, is largely unknown. We propose a population coding model of spiking neurons with a policy gradient procedure that successfully acquires optimal strategies for classical game-theoretical tasks. The suggested population reinforcement learning reproduces data from human behavioral experiments for the blackjack and the inspector game. It performs optimally according to a pure (deterministic and mixed (stochastic Nash equilibrium, respectively. In contrast, temporal-difference(TD-learning, covariance-learning, and basic reinforcement learning fail to perform optimally for the stochastic strategy. Spike-based population reinforcement learning, shown to follow the stochastic reward gradient, is therefore a viable candidate to explain automated decision learning of a Nash equilibrium in two-player games.
Spike-based Decision Learning of Nash Equilibria in Two-Player Games
Friedrich, Johannes; Senn, Walter
2012-01-01
Humans and animals face decision tasks in an uncertain multi-agent environment where an agent's strategy may change in time due to the co-adaptation of others strategies. The neuronal substrate and the computational algorithms underlying such adaptive decision making, however, is largely unknown. We propose a population coding model of spiking neurons with a policy gradient procedure that successfully acquires optimal strategies for classical game-theoretical tasks. The suggested population reinforcement learning reproduces data from human behavioral experiments for the blackjack and the inspector game. It performs optimally according to a pure (deterministic) and mixed (stochastic) Nash equilibrium, respectively. In contrast, temporal-difference(TD)-learning, covariance-learning, and basic reinforcement learning fail to perform optimally for the stochastic strategy. Spike-based population reinforcement learning, shown to follow the stochastic reward gradient, is therefore a viable candidate to explain automated decision learning of a Nash equilibrium in two-player games. PMID:23028289
Quantum games on evolving random networks
Pawela, Łukasz
2016-09-01
We study the advantages of quantum strategies in evolutionary social dilemmas on evolving random networks. We focus our study on the two-player games: prisoner's dilemma, snowdrift and stag-hunt games. The obtained result show the benefits of quantum strategies for the prisoner's dilemma game. For the other two games, we obtain regions of parameters where the quantum strategies dominate, as well as regions where the classical strategies coexist.
Quantum games on evolving random networks
Pawela, Łukasz
2015-01-01
We study the advantages of quantum strategies in evolutionary social dilemmas on evolving random networks. We focus our study on the two-player games: prisoner's dilemma, snowdrift and stag-hunt games. The obtained result show the benefits of quantum strategies for the prisoner's dilemma game. For the other two games, we obtain regions of parameters where the quantum strategies dominate, as well as regions where the classical strategies coexist.
Quantitative Pedagogy: A Digital Two Player Game to Examine Communicative Competence
Lopez-Rosenfeld, Matías; Carrillo, Facundo; Garbulsky, Gerry; Fernandez Slezak, Diego; Sigman, Mariano
2015-01-01
Inner concepts are much richer than the words that describe them. Our general objective is to inquire what are the best procedures to communicate conceptual knowledge. We construct a simplified and controlled setup emulating important variables of pedagogy amenable to quantitative analysis. To this aim, we designed a game inspired in Chinese Whispers, to investigate which attributes of a description affect its capacity to faithfully convey an image. This is a two player game: an emitter and a receiver. The emitter was shown a simple geometric figure and was asked to describe it in words. He was informed that this description would be passed to the receiver who had to replicate the drawing from this description. We capitalized on vast data obtained from an android app to quantify the effect of different aspects of a description on communication precision. We show that descriptions more effectively communicate an image when they are coherent and when they are procedural. Instead, the creativity, the use of metaphors and the use of mathematical concepts do not affect its fidelity. PMID:26554833
Quantitative Pedagogy: A Digital Two Player Game to Examine Communicative Competence.
Directory of Open Access Journals (Sweden)
Matías Lopez-Rosenfeld
Full Text Available Inner concepts are much richer than the words that describe them. Our general objective is to inquire what are the best procedures to communicate conceptual knowledge. We construct a simplified and controlled setup emulating important variables of pedagogy amenable to quantitative analysis. To this aim, we designed a game inspired in Chinese Whispers, to investigate which attributes of a description affect its capacity to faithfully convey an image. This is a two player game: an emitter and a receiver. The emitter was shown a simple geometric figure and was asked to describe it in words. He was informed that this description would be passed to the receiver who had to replicate the drawing from this description. We capitalized on vast data obtained from an android app to quantify the effect of different aspects of a description on communication precision. We show that descriptions more effectively communicate an image when they are coherent and when they are procedural. Instead, the creativity, the use of metaphors and the use of mathematical concepts do not affect its fidelity.
Quantitative Pedagogy: A Digital Two Player Game to Examine Communicative Competence.
Lopez-Rosenfeld, Matías; Carrillo, Facundo; Garbulsky, Gerry; Fernandez Slezak, Diego; Sigman, Mariano
2015-01-01
Inner concepts are much richer than the words that describe them. Our general objective is to inquire what are the best procedures to communicate conceptual knowledge. We construct a simplified and controlled setup emulating important variables of pedagogy amenable to quantitative analysis. To this aim, we designed a game inspired in Chinese Whispers, to investigate which attributes of a description affect its capacity to faithfully convey an image. This is a two player game: an emitter and a receiver. The emitter was shown a simple geometric figure and was asked to describe it in words. He was informed that this description would be passed to the receiver who had to replicate the drawing from this description. We capitalized on vast data obtained from an android app to quantify the effect of different aspects of a description on communication precision. We show that descriptions more effectively communicate an image when they are coherent and when they are procedural. Instead, the creativity, the use of metaphors and the use of mathematical concepts do not affect its fidelity.
Quantum Games of Continuous Distributed Incomplete Information
Institute of Scientific and Technical Information of China (English)
CHEN Xi; QIN Gan; ZHOU Xian-Yi; DU Jiang-Feng
2005-01-01
@@ We study two-player quantum games of incomplete information in which both the sides have partial information.The previous results of Du et al. [Phys. Rev. E 68 (2003) 016124] are incorporated in our more general formalism.Because of different roles played by the total information uncertainty and the information asymmetry, the game exhibits many interesting features.
Continuous-variable quantum games
Energy Technology Data Exchange (ETDEWEB)
Li Hui; Du Jiangfeng; Massar, Serge
2002-12-30
We investigate the quantization of games in which the players can access to a continuous set of classical strategies, making use of continuous-variable quantum systems. For the particular case of the Cournot's duopoly, we find that, even though the two players both act as 'selfishly' in the quantum game as they do in the classical game, they are found to virtually cooperate due to the quantum entanglement between them. We also find that the original Einstein-Podolksy-Rosen state contributes to the best profits that the two firms could ever attain. Moreover, we propose a practical experimental setup for the implementation of such quantum games.
BCI Could Make Old Two-Player Games Even More Fun: A Proof of Concept with “Connect Four”
Directory of Open Access Journals (Sweden)
Emmanuel Maby
2012-01-01
Full Text Available We present a brain-computer interface (BCI version of the famous “Connect Four”. Target selection is based on brain event-related responses measured with nine EEG sensors. Two players compete against each other using their brain activity only. Importantly, we turned the general difficulty of producing a reliable BCI command into an advantage, by extending the game play and rules, in a way that adds fun to the game and might well prove to trigger up motivation in future studies. The principle of this new BCI is directly inspired from our own implementation of the classical P300 Speller (Maby et al. 2010, Perrin et al. 2011. We here establish a proof of principle that the same electrophysiological markers can be used to design an efficient two-player game. Experimental evaluation on two competing healthy subjects yielded an average accuracy of 82%, which is in line with our previous results on many participants and demonstrates that the BCI “Connect Four” can effectively be controlled. Interestingly, the duration of the game is not significantly affected by the usual slowness of BCI commands. This suggests that this kind of BCI games could be of interest to healthy players as well as to disabled people who cannot play with classical games.
Robust Adaptive Dynamic Programming of Two-Player Zero-Sum Games for Continuous-Time Linear Systems.
Fu, Yue; Fu, Jun; Chai, Tianyou
2015-12-01
In this brief, an online robust adaptive dynamic programming algorithm is proposed for two-player zero-sum games of continuous-time unknown linear systems with matched uncertainties, which are functions of system outputs and states of a completely unknown exosystem. The online algorithm is developed using the policy iteration (PI) scheme with only one iteration loop. A new analytical method is proposed for convergence proof of the PI scheme. The sufficient conditions are given to guarantee globally asymptotic stability and suboptimal property of the closed-loop system. Simulation studies are conducted to illustrate the effectiveness of the proposed method.
Generation of Strategies for Environmental Deception in Two-Player Normal-Form Games
2015-06-18
strategy and the mark plays the equilibrium of the deceptive game. As described earlier, the games are structured so that the maxi - mum value in the...on the maxi - mum change to g as shown in Equation 31. ∙ ′ + ( + ) ∙ (1 − ′) < ∙ ′ + ∙ (1 − ′) ∙ ′ + + − ( + ...highlight their relative strengths and weaknesses , but combinations of multiple types are possible if cost is available. The effectiveness of each
Quantum repeated games revisited
Frackiewicz, Piotr
2011-01-01
We present a scheme for playing quantum repeated 2x2 games based on the Marinatto and Weber's approach to quantum games. As a potential application, we study twice repeated Prisoner's Dilemma game. We show that results not available in classical game can be obtained when the game is played in the quantum way. Before we present our idea, we comment on the previous scheme of playing quantum repeated games.
Quantum game simulator, using the circuit model of quantum computation
Vlachos, Panagiotis; Karafyllidis, Ioannis G.
2009-10-01
We present a general two-player quantum game simulator that can simulate any two-player quantum game described by a 2×2 payoff matrix (two strategy games).The user can determine the payoff matrices for both players, their strategies and the amount of entanglement between their initial strategies. The outputs of the simulator are the expected payoffs of each player as a function of the other player's strategy parameters and the amount of entanglement. The simulator also produces contour plots that divide the strategy spaces of the game in regions in which players can get larger payoffs if they choose to use a quantum strategy against any classical one. We also apply the simulator to two well-known quantum games, the Battle of Sexes and the Chicken game. Program summaryProgram title: Quantum Game Simulator (QGS) Catalogue identifier: AEED_v1_0 Program summary URL:http://cpc.cs.qub.ac.uk/summaries/AEED_v1_0.html Program obtainable from: CPC Program Library, Queen's University, Belfast, N. Ireland Licensing provisions: Standard CPC licence, http://cpc.cs.qub.ac.uk/licence/licence.html No. of lines in distributed program, including test data, etc.: 3416 No. of bytes in distributed program, including test data, etc.: 583 553 Distribution format: tar.gz Programming language: Matlab R2008a (C) Computer: Any computer that can sufficiently run Matlab R2008a Operating system: Any system that can sufficiently run Matlab R2008a Classification: 4.15 Nature of problem: Simulation of two player quantum games described by a payoff matrix. Solution method: The program calculates the matrices that comprise the Eisert setup for quantum games based on the quantum circuit model. There are 5 parameters that can be altered. We define 3 of them as constant. We play the quantum game for all possible values for the other 2 parameters and store the results in a matrix. Unusual features: The software provides an easy way of simulating any two-player quantum games. Running time: Approximately
Scheme for Implementation of Quantum Game in Cavity QED
Institute of Scientific and Technical Information of China (English)
ZHANG Li-Chun; CAO Shu-Ai; WU Yue-Qin; FANG Mao-Fa; LI Huai-Fan; ZHENG Xiao-Juan; ZHAO Ren; WANG Xin-Wen; LI Ze-Hua
2008-01-01
We propose an experimentally feasible scheme to implement two-player quantum game in cavity quantum electrodynamics (QED). During the process, the cavity is only virtually excited, thus our scheme is insensitive to the cavity field states and cavity decay. The scheme can be realized in the range of current cavity QED techniques.
Fu, Yue; Chai, Tianyou
2016-12-01
Regarding two-player zero-sum games of continuous-time nonlinear systems with completely unknown dynamics, this paper presents an online adaptive algorithm for learning the Nash equilibrium solution, i.e., the optimal policy pair. First, for known systems, the simultaneous policy updating algorithm (SPUA) is reviewed. A new analytical method to prove the convergence is presented. Then, based on the SPUA, without using a priori knowledge of any system dynamics, an online algorithm is proposed to simultaneously learn in real time either the minimal nonnegative solution of the Hamilton-Jacobi-Isaacs (HJI) equation or the generalized algebraic Riccati equation for linear systems as a special case, along with the optimal policy pair. The approximate solution to the HJI equation and the admissible policy pair is reexpressed by the approximation theorem. The unknown constants or weights of each are identified simultaneously by resorting to the recursive least square method. The convergence of the online algorithm to the optimal solutions is provided. A practical online algorithm is also developed. Simulation results illustrate the effectiveness of the proposed method.
Quantum Games and Quantum Discord
Nawaz, Ahmad
2010-01-01
We quantize prisoners dilemma and chicken game by our generalized quantization scheme to explore the role of quantum discord in quantum games. In order to establish this connection we use Werner-like state as an initial state of the game. In this quantization scheme measurement can be performed in entangled as well as in product basis. For the measurement in entangled basis the dilemma in both the games can be resolved by separable states with non-zero quantum discord. Similarly for product basis measurement the payoffs are quantum mechanical only for nonzero values of quantum discord.
Quantum Computer Games: Quantum Minesweeper
Gordon, Michal; Gordon, Goren
2010-01-01
The computer game of quantum minesweeper is introduced as a quantum extension of the well-known classical minesweeper. Its main objective is to teach the unique concepts of quantum mechanics in a fun way. Quantum minesweeper demonstrates the effects of superposition, entanglement and their non-local characteristics. While in the classical…
Quantum Computer Games: Quantum Minesweeper
Gordon, Michal; Gordon, Goren
2010-01-01
The computer game of quantum minesweeper is introduced as a quantum extension of the well-known classical minesweeper. Its main objective is to teach the unique concepts of quantum mechanics in a fun way. Quantum minesweeper demonstrates the effects of superposition, entanglement and their non-local characteristics. While in the classical…
Sharif, Puya; Heydari, Hoshang
We give a self contained introduction to a few quantum game protocols, starting with the quantum version of the two-player two-choice game of Prisoners dilemma, followed by an n-player generalization trough the quantum minority games, and finishing with a contribution towards an n-player m-choice generalization with a quantum version of a three-player Kolkata restaurant problem. We have omitted some technical details accompanying these protocols, and instead laid the focus on presenting some general aspects of the field as a whole. This review contains an introduction to the formalism of quantum information theory, as well as to important game theoretical concepts, and is aimed to work as a review suiting economists and game theorists with limited knowledge of quantum physics as well as to physicists with limited knowledge of game theory.
Investigations in quantum games using EPR-type set-ups
Iqbal, A
2006-01-01
Research in quantum games has flourished during recent years. However, it seems that opinion remains divided about their true quantum character and content. For example, one argument says that quantum games are nothing but 'disguised' classical games and that to quantize a game is equivalent to replacing the original game by a different classical game. The present thesis contributes towards the ongoing debate about quantum nature of quantum games by developing two approaches addressing the related issues. Both approaches take Einstein-Podolsky-Rosen (EPR)-type experiments as the underlying physical set-ups to play two-player quantum games. In the first approach, the players' strategies are unit vectors in their respective planes, with the knowledge of coordinate axes being shared between them. Players perform measurements in an EPR-type setting and their payoffs are defined as functions of the correlations, i.e. without reference to classical or quantum mechanics. Classical bimatrix games are reproduced if th...
Multi-Player and Multi-Choice Quantum Game
Institute of Scientific and Technical Information of China (English)
杜江峰; 李卉; 许晓栋; 周先意; 韩荣典
2002-01-01
We investigate a multi-player and multi-choice quantum game. We start from a two-player and two-choice game,and the result is better than its classical version. Then we extend this to N-player and N-choice cases. In the quantum domain, we provide a strategy with which players can always avoid the worst outcome. Also, by changing the value of the parameter of the initial state, the probabilities for players to obtain the best pay-off will be much higher than in its classical version.
Practical quantum retrieval games
Arrazola, Juan Miguel; Karasamanis, Markos; Lütkenhaus, Norbert
2016-06-01
Complex cryptographic protocols are often constructed from simpler building blocks. In order to advance quantum cryptography, it is important to study practical building blocks that can be used to develop new protocols. An example is quantum retrieval games (QRGs), which have broad applicability and have already been used to construct quantum money schemes. In this work, we introduce a general construction of quantum retrieval games based on the hidden matching problem and show how they can be implemented in practice using available technology. More precisely, we provide a general method to construct (1-out-of-k ) QRGs, proving that their cheating probabilities decrease exponentially in k . In particular, we define QRGs based on coherent states of light, which can be implemented even in the presence of experimental imperfections. Our results constitute a tool in the arsenal of the practical quantum cryptographer.
Do quantum strategies always win? A case study in the entangled quantum penny flip game
Anand, Namit
2014-01-01
In a seminal paper, Meyer\\cite{Meyer} described the advantages of quantum game theory by looking at the classical penny flip game. A player using quantum strategy can win against a classical player almost 100% of the time. Here we make a slight modification of the quantum game in which the two players share an entangled state to begin with. We then analyse two different scenarios one in which the quantum player makes unitary transformations to her qubit while classical player uses a pure strategy of either flipping or not flipping the state of his qubit. In the second scenario we have the quantum player making similar unitary transformations while the classical player makes use of a mixed strategy wherein he either flips or not with some probability "p". We show that in the second scenario 100% win record of a quantum player is drastically reduced and for a particular probability "p" the classical player may even win against the quantum player.
An introduction to multi-player, multi-choice quantum games
Sharif, Puya
2012-01-01
We give a self contained introduction to a few quantum game protocols, starting with the quantum version of the two-player two-choice game of Prisoners dilemma, followed by a n-player generalization trough the quantum minority games, and finishing with a contribution towards a n-player m-choice generalization with a quantum version of a three-player Kolkata restaurant problem. We have omitted some technical details accompanying these protocols, and instead laid the focus on presenting some general aspects of the field as a whole. This review contains an introduction to the formalism of quantum information theory, as well as to important game theoretical concepts, and is aimed to work as an introduction suiting economists and game theorists with limited knowledge of quantum physics as well as to physicists with limited knowledge of game theory.
Energy Technology Data Exchange (ETDEWEB)
Buluta, Iulia Maria [Department of Quantum Engineering and Systems Science, University of Tokyo, 7-3-1 Hongo, Bunkyo-ku, Tokyo 113-8656 (Japan)]. E-mail: noa@lyman.q.t.u-tokyo.ac.jp; Fujiwara, Shingo [Department of Quantum Engineering and Systems Science, University of Tokyo, 7-3-1 Hongo, Bunkyo-ku, Tokyo 113-8656 (Japan)]. E-mail: fujiwara@lyman.q.t.u-tokyo.ac.jp; Hasegawa, Shuichi [Department of Quantum Engineering and Systems Science, University of Tokyo, 7-3-1 Hongo, Bunkyo-ku, Tokyo 113-8656 (Japan)]. E-mail: hasegawa@q.t.u-tokyo.ac.jp
2006-10-09
We propose a general, scalable framework for implementing two-choices-multiplayer Quantum Games in ion traps. In particular, we discuss two famous examples: the Quantum Prisoners' Dilemma and the Quantum Minority Game. An analysis of decoherence due to intensity fluctuations in the applied laser fields is also provided.
Playing Games with Quantum Mechanics
Phoenix, Simon J D
2012-01-01
We present a perspective on quantum games that focuses on the physical aspects of the quantities that are used to implement a game. If a game is to be played, it has to be played with objects and actions that have some physical existence. We call such games playable. By focusing on the notion of playability for games we can more clearly see the distinction between classical and quantum games and tackle the thorny issue of what it means to quantize a game. The approach we take can more properly be thought of as gaming the quantum rather than quantizing a game and we find that in this perspective we can think of a complete quantum game, for a given set of preferences, as representing a single family of quantum games with many different playable versions. The versions of Quantum Prisoners Dilemma presented in the literature can therefore be thought of specific instances of the single family of Quantum Prisoner's Dilemma with respect to a particular measurement. The conditions for equilibrium are given for playab...
Arfi, Badredine
2007-02-01
Most game-theoretic studies of strategic interaction assume independent individual strategies as the basic unit of analysis. This paper explores the effects of non-independence on strategic interaction. Two types of non-independence effects are considered. First, the paper considers subjective non-independence at the level of the individual actor by looking at how choice ambivalence shapes the decision-making process. Specifically, how do alternative individual choices superpose with one another to “constructively/destructively” shape each other's role within an actor's decision-making process? This process is termed as quantum superposition of alternative choices. Second, the paper considers how inter-subjective non-independence across actors engenders collective strategies among two or more interacting actors. This is termed as quantum entanglement of strategies. Taking into account both types of non-independence effect makes possible the emergence of a new collective equilibrium, without assuming signaling, prior “contract” agreement or third-party moderation, or even “cheap talk”. I apply these ideas to analyze the equilibrium possibilities of a situation wherein N actors play a quantum social game of cooperation. I consider different configurations of large- N quantum entanglement using the approach of density operator. I specifically consider the following configurations: star-shaped, nearest-neighbors, and full entanglement.
Quantum Locality in Game Strategy
Melo-Luna, Carlos A.; Susa, Cristian E.; Ducuara, Andrés F.; Barreiro, Astrid; Reina, John H.
2017-03-01
Game theory is a well established branch of mathematics whose formalism has a vast range of applications from the social sciences, biology, to economics. Motivated by quantum information science, there has been a leap in the formulation of novel game strategies that lead to new (quantum Nash) equilibrium points whereby players in some classical games are always outperformed if sharing and processing joint information ruled by the laws of quantum physics is allowed. We show that, for a bipartite non zero-sum game, input local quantum correlations, and separable states in particular, suffice to achieve an advantage over any strategy that uses classical resources, thus dispensing with quantum nonlocality, entanglement, or even discord between the players’ input states. This highlights the remarkable key role played by pure quantum coherence at powering some protocols. Finally, we propose an experiment that uses separable states and basic photon interferometry to demonstrate the locally-correlated quantum advantage.
Quantum Locality in Game Strategy.
Melo-Luna, Carlos A; Susa, Cristian E; Ducuara, Andrés F; Barreiro, Astrid; Reina, John H
2017-03-22
Game theory is a well established branch of mathematics whose formalism has a vast range of applications from the social sciences, biology, to economics. Motivated by quantum information science, there has been a leap in the formulation of novel game strategies that lead to new (quantum Nash) equilibrium points whereby players in some classical games are always outperformed if sharing and processing joint information ruled by the laws of quantum physics is allowed. We show that, for a bipartite non zero-sum game, input local quantum correlations, and separable states in particular, suffice to achieve an advantage over any strategy that uses classical resources, thus dispensing with quantum nonlocality, entanglement, or even discord between the players' input states. This highlights the remarkable key role played by pure quantum coherence at powering some protocols. Finally, we propose an experiment that uses separable states and basic photon interferometry to demonstrate the locally-correlated quantum advantage.
Battle of the sexes game analysis using Yang-Baxter operator as quantum gate
López R., Juan M.
2012-06-01
The Battle of the Sexes game is analyzed from quantum game theory using quantum initial states as possible strategies for two players. Quantum circuits are presented as schemes of development proposing also the use of Yang-Baxter operators as quantum gates in the circuits. This formalism is implemented using a Computer Algebra Software (CAS) due to its complex and long mathematical treatment. Payoff matrices of the players are given as the results for each case shown. Biology and finances applications are also proposed.
N-player quantum games in an EPR setting
Chappell, James M; Abbott, Derek
2012-01-01
The $N$-player quantum game is analyzed in the context of an Einstein-Podolsky-Rosen (EPR) experiment. In this setting, a player's strategies are not unitary transformations as in alternate quantum game-theoretic frameworks, but a classical choice between two directions along which spin or polarization measurements are made. The players' strategies thus remain identical to their strategies in the mixed-strategy version of the classical game. In the EPR setting the quantum game reduces itself to the corresponding classical game when the shared quantum state reaches zero entanglement. We find the relations for the probability distribution for $N$-qubit GHZ and W-type states, subject to general measurement directions, from which the expressions for the mixed Nash equilibrium and the payoffs are determined. Players' payoffs are then defined with linear functions so that common two-player games can be easily extended to the $N$-player case and permit analytic expressions for the Nash equilibrium. As a specific exa...
Quantum State Tomography and Quantum Games
Institute of Scientific and Technical Information of China (English)
Ahmad Nawaz
2012-01-01
A technique is developed for single qubit quantum state tomography using the mathematical setup of generalized quantization scheme for games. In this technique,Alice sends an unknown pure quantum state to Bob who appends it with |0><0| and then applies the unitary operators on the appended quantum state and finds the payoffs for Alice and himself.It is shown that for a particular set of unitary operators,these payoffs are equal to Stokes parameters for an unknown quantum state.In this way an unknown quantum state can be measured and reconstructed.Strictly speaking,this technique is not a game as no strategic competitions are involved.
Quantum games in noninertial frame
Khan, Salman
2011-01-01
We study the influence of Unruh effect on quantum non-zero sum games. In particular, we investigate the quantum prisoners' dilemma under different conditions and show that the acceleration of the noninertial frames disturbs the symmetry of the game. It is shown that under some particular situations, the classical strategy C (cooperation) becomes the dominant strategy. Our investigation shows that any quantum strategy does no better for any player against the classical strategies. The miracle move of Eisert et al [5] is no more a superior move. We show that the dilemma like situation under every condition of the game is resolved.
A quantum extension to inspection game
Deng, Xinyang; Deng, Yong; Liu, Qi; Chang, Shuhua; Wang, Zhen
2016-06-01
Quantum game theory is a new interdisciplinary field between game theory and system engineering research. In this paper, we extend the classical inspection game into a quantum game version by quantizing the strategy space and importing entanglement between players. Our results show that the quantum inspection game has various Nash equilibria depending on the initial quantum state of the game. It is also shown that quantization can respectively help each player to increase his own payoff, yet fails to bring Pareto improvement for the collective payoff in the quantum inspection game.
Linear optics implementation for quantum game under quantum noise
Institute of Scientific and Technical Information of China (English)
Cao Shuai; Fang Mao-Fa
2006-01-01
It has recently been shown that linear optics alone would suffice to implement efficient quantum computation. Quantum computation circuits using coherent states as the logical qubits can be constructed from very simple linear networks, conditional measurements and coherent superposition resource states. We present the quantum game under quantum noise and a proposal for implementing the noisy quantum game using only linear optics.
Quantum games of opinion formation based on the Marinatto-Weber quantum game scheme
Deng, Xinyang; Deng, Yong; Liu, Qi; Shi, Lei; Wang, Zhen
2016-06-01
Quantization has become a new way to investigate classical game theory since quantum strategies and quantum games were proposed. In the existing studies, many typical game models, such as the prisoner's dilemma, battle of the sexes, Hawk-Dove game, have been extensively explored by using quantization approach. Along a similar method, here several game models of opinion formations will be quantized on the basis of the Marinatto-Weber quantum game scheme, a frequently used scheme of converting classical games to quantum versions. Our results show that the quantization can fascinatingly change the properties of some classical opinion formation game models so as to generate win-win outcomes.
Entanglement guarantees emergence of cooperation in quantum prisoner's dilemma games on networks.
Li, Angsheng; Yong, Xi
2014-09-05
It was known that cooperation of evolutionary prisoner's dilemma games fails to emerge in homogenous networks such as random graphs. Here we proposed a quantum prisoner's dilemma game. The game consists of two players, in which each player has three choices of strategy: cooperator (C), defector (D) and super cooperator (denoted by Q). We found that quantum entanglement guarantees emergence of a new cooperation, the super cooperation of the quantum prisoner's dilemma games, and that entanglement is the mechanism of guaranteed emergence of cooperation of evolutionary prisoner's dilemma games on networks. We showed that for a game with temptation b, there exists a threshold arccos √b/b for a measurement of entanglement, beyond which, (super) cooperation of evolutionary quantum prisoner's dilemma games is guaranteed to quickly emerge, giving rise to stochastic convergence of the cooperations, that if the entanglement degree γ is less than the threshold arccos √b/b, then the equilibrium frequency of cooperations of the games is positively correlated to the entanglement degree γ, and that if γ is less than arccos √b/b and b is beyond some boundary, then the equilibrium frequency of cooperations of the games on random graphs decreases as the average degree of the graphs increases.
Strategies and payoffs in quantum minority games
Sharif, Puya
2011-01-01
Game theory is the mathematical framework for analyzing strategic interactions in conflict and competition situations. In recent years quantum game theory has earned the attention of physicists, and has emerged as a branch of quantum information theory [1]. With the aid of entanglement and linear superposition of strategies, quantum games are shown to yield signifcant advantage over their classical counterparts. In this paper we explore optimal and equilibrium solutions to quantum minority games. Initial states with different level of entanglement are investigated. Focus will be on 4 and 6 player games with some N-player generalizations.
Figueiredo, J M A
2003-01-01
A new class of stochastic variables, governed by a specifice set of rules, is introduced. These rules force them to loose some properties usually assumed for this kind of variables. We demonstrate that stochastic processes driven by these random sources must be described using an probability amplitude formalism in a close resemblance to Quantum Theory. This fact shows, for the first time, that probability amplitudes are a general concept and is not exclusive to the formalism of Quantum Theory. Application of these rules to a noisy, one-dimensional motion, leds to a probability structure homomorphic to Quantum Mechanics.
Quantum Computer Games: Schrodinger Cat and Hounds
Gordon, Michal; Gordon, Goren
2012-01-01
The quantum computer game "Schrodinger cat and hounds" is the quantum extension of the well-known classical game fox and hounds. Its main objective is to teach the unique concepts of quantum mechanics in a fun way. "Schrodinger cat and hounds" demonstrates the effects of superposition, destructive and constructive interference, measurements and…
Quantum Computer Games: Schrodinger Cat and Hounds
Gordon, Michal; Gordon, Goren
2012-01-01
The quantum computer game "Schrodinger cat and hounds" is the quantum extension of the well-known classical game fox and hounds. Its main objective is to teach the unique concepts of quantum mechanics in a fun way. "Schrodinger cat and hounds" demonstrates the effects of superposition, destructive and constructive interference, measurements and…
Dominant Strategies of Quantum Games on Quantum Periodic Automata
Directory of Open Access Journals (Sweden)
Konstantinos Giannakis
2015-11-01
Full Text Available Game theory and its quantum extension apply in numerous fields that affect people’s social, political, and economical life. Physical limits imposed by the current technology used in computing architectures (e.g., circuit size give rise to the need for novel mechanisms, such as quantum inspired computation. Elements from quantum computation and mechanics combined with game-theoretic aspects of computing could open new pathways towards the future technological era. This paper associates dominant strategies of repeated quantum games with quantum automata that recognize infinite periodic inputs. As a reference, we used the PQ-PENNY quantum game where the quantum strategy outplays the choice of pure or mixed strategy with probability 1 and therefore the associated quantum automaton accepts with probability 1. We also propose a novel game played on the evolution of an automaton, where players’ actions and strategies are also associated with periodic quantum automata.
Quantum game interpretation of Dirac spinor field
Zhi, Haizhao
2011-01-01
This paper introduced the classical prisoner dilemma with the character and structure of quantum prisoner dilemma's strategy space. Associate with the Dirac spinor field, apply the basic quantum game strategy to the translation of the dynamics of Dirac equation. Decompose the real space and time to lattice we found that the basic interaction of spinor could be translated into quantum game theory. At the same time, we gained the new dynamics of quantized spacial evolutionary game.
The effect of quantum noise on the restricted quantum game
Institute of Scientific and Technical Information of China (English)
Cao Shuai; Fang Mao-Fa
2006-01-01
It has recently been established that quantum strategies have great advantage over classical ones in quantum games. However, quantum states are easily affected by the quantum noise resulting in decoherence. In this paper, we investigate the effect of quantum noise on the restricted quantum game in which one player is restricted in classical strategic space, another in quantum strategic space and only the quantum player is affected by the quantum noise. Our results show that in the maximally entangled state, no Nash equilibria exist in the range of 0＜ p≤0.422 (p is the quantum noise parameter), while two special Nash equilibria appear in the range of 0.422 ＜ p＜ 1. The advantage that the quantum player diminished only in the limit of maximum quantum noise. Increasing the amount of quantum noise leads to the increase of the classical player's payoff and the reduction of the quantum player's payoff, but is helpful in forming two Nash equilibria.
Probability amplitude in quantum like games
Grib, A A; Starkov, K
2003-01-01
Examples of games between two partners with mixed strategies, calculated by the use of the probability amplitude are given. The first game is described by the quantum formalism of spin one half system for which two noncommuting observables are measured. The second game corresponds to the spin one case. Quantum logical orthocomplemented nondistributive lattices for these two games are presented. Interference terms for the probability amplitudes are analyzed by using so called contextual approach to probability (in the von Mises frequency approach). We underline that our games are not based on using of some microscopic systems. The whole scenario is macroscopic.
Distinguishing quantum channels via magic squares game
Ramzan, M
2010-01-01
We study the effect of quantum memory in magic squares game when played in quantum domain. We consider different noisy quantum channels and analyze their influence on the magic squares quantum pseudo-telepathy game. We show that the probability of success can be used to distinguish the quantum channels. It is seen that the mean success probability decreases with increase of quantum noise. Where as the mean success probability increases with increase of quantum memory. It is also seen that the behaviour of amplitude damping and phase damping channels is similar. On the other hand, the behaviour of depolarizing channel is similar to the flipping channels. Therefore, the probability of success of the game can be used to distinguish the quantum channels.
Playing a quantum game with a qutrit
Energy Technology Data Exchange (ETDEWEB)
Sinha, Urbasi [Institute for Quantum Computing, University of Waterloo, 200 University Avenue West, Waterloo, Ontario, Canada N2L3G1 and Raman Research Institute, Sadashivanagar, Bangalore 560080 (India); Kolenderski, Piotr [Institute for Quantum Computing, University of Waterloo, 200 University Avenue West, Waterloo, Ontario, Canada N2L3G1 and Institute of Physics, Copernicus University, Grudziqdzka 5, 87-100 Torun (Poland); Youning, Li [Department of Physics, Tsinghua University, Beijing 100084, P.R. (China); Zhao, Tong; Volpini, Matthew; Laflamme, Raymond; Jennewein, Thomas [Institute for Quantum Computing, University of Waterloo, 200 University Avenue West, Waterloo, Ontario N2L3G1 (Canada); Cabello, Adan [Departmento de Fisica Aplicada II, Universidad de Sevilla, E-41012, Sevilla, Spain and Department of Physics, Stockholm University, S-10691 Stockholm (Sweden)
2014-12-04
The Aharon Vaidman (AV) quantum game [1] demonstrates the advantage of using simple quantum systems to outperform classical strategies. We present an experimental test of this quantum advantage by using a three-state quantum system (qutrit) encoded in a spatial mode of a single photon passing through a system of three slits [2,3]. We prepare its states by controlling the photon propagation and the number of open and closed slits. We perform POVM measurements by placing detectors in the positions corresponding to near and far field. These tools allow us to perform tomographic reconstructions of qutrit states and play the AV game with compelling evidence of the quantum advantage.
Quantum Prisoner's Dilemma game on hypergraph networks
Pawela, Ł
2012-01-01
We study the beneficialness of quantum strategies in multi-player evolutionary games. We base our study on the three-player Prisoner's Dilemma (PD) game. In order to model the simultaneous interaction between three agents we use hypergraphs and hypergraph networks. In particular, we study two types of networks: a random network and a SF-like network. The obtained results show that in the case of a three player game on a hypergraph network, quantum strategies not necessarily are Evolutionary Stable Strategies. In some cases, the defection strategy can be as good as a quantum one.
Quantum computer: an appliance for playing market games
Piotrowski, Edward W.; Jan Sladkowski
2003-01-01
Recent development in quantum computation and quantum information theory allows to extend the scope of game theory for the quantum world. The authors have recently proposed a quantum description of financial market in terms of quantum game theory. The paper contain an analysis of such markets that shows that there would be advantage in using quantum computers and quantum strategies.
The effect of quantum noise on multiplayer quantum game
Institute of Scientific and Technical Information of China (English)
Cao Shuai; Fang Mao-Fa; Zheng Xiao-Juan
2007-01-01
It has recently been realized that quantum strategies have a great advantage over classical ones in quantum games.However, quantum states are easily affected by the quantum noise, resulting in decoherence. In this paper, we investigate the effect of quantum noise on a multiplayer quantum game with a certain strategic space, with all players affected by the same quantum noise at the same time. Our results show that in a maximally entangled state, a special Nash equilibrium appears in the range of 0 (≤) p (≤) 0.622 (p is the quantum noise parameter), and then disappears in the range of 0.622 ＜ p (≤) 1. Increasing the amount of quantum noise leads to the reduction of the quantum player's payoff.
Physics: Quantum problems solved through games
Maniscalco, Sabrina
2016-04-01
Humans are better than computers at performing certain tasks because of their intuition and superior visual processing. Video games are now being used to channel these abilities to solve problems in quantum physics. See Letter p.210
Quantum State Tomography Based on Quantum Games Theoretic Setup
Nawaz, Ahmad
2009-01-01
We develop a technique for single qubit quantum state tomography using the mathematical setup of generalized quantization scheme for games. In our technique Alice sends an unknown pure quantum state to Bob who appends it with |0><0| and then applies the unitary operators on the appended quantum state and finds the payoffs for Alice and himself. It is shown that for a particular set of unitary operators these elements become equal to Stokes parameters for an unknown quantum state. In this way an unknown quantum state can be measured and reconstructed. Strictly speaking this technique is not a game as no strategic competitions are involved.
Multipartite entanglement in XOR games
J. Briët (Jop); H. Buhrman (Harry); T. J. Lee (Troy); T. Vidick
2013-01-01
htmlabstractWe study multipartite entanglement in the context of XOR games. In particular, we study the ratio of the entangled and classical biases, which measure the maximum advantage of a quantum or classical strategy over a uniformly random strategy. For the case of two-player XOR games,
Implementation of quantum game theory simulations using Python
Madrid S., A.
2013-05-01
This paper provides some examples about quantum games simulated in Python's programming language. The quantum games have been developed with the Sympy Python library, which permits solving quantum problems in a symbolic form. The application of these methods of quantum mechanics to game theory gives us more possibility to achieve results not possible before. To illustrate the results of these methods, in particular, there have been simulated the quantum battle of the sexes, the prisoner's dilemma and card games. These solutions are able to exceed the classic bottle neck and obtain optimal quantum strategies. In this form, python demonstrated that is possible to do more advanced and complicated quantum games algorithms.
Distributivity breaking and macroscopic quantum games
Grib, A A; Parfionov, G N; Starkov, K A
2005-01-01
Examples of games between two partners with mixed strategies, calculated by the use of the probability amplitude as some vector in Hilbert space are given. The games are macroscopic, no microscopic quantum agent is supposed. The reason for the use of the quantum formalism is in breaking of the distributivity property for the lattice of yes-no questions arising due to the special rules of games. The rules of the games suppose two parts: the preparation and measurement. In the first part due to use of the quantum logical orthocomplemented non-distributive lattice the partners freely choose the wave functions as descriptions of their strategies. The second part consists of classical games described by Boolean sublattices of the initial non-Boolean lattice with same strategies which were chosen in the first part. Examples of games for spin one half are given. New Nash equilibria are found for some cases. Heisenberg uncertainty relations without the Planck constant are written for the "spin one half game".
Prudente, Matthew James
Given a graph G with pebbles on the vertices, we define a pebbling move as removing two pebbles from a vertex u, placing one pebble on a neighbor v, and discarding the other pebble, like a toll. The pebbling number pi( G) is the least number of pebbles needed so that every arrangement of pi(G) pebbles can place a pebble on any vertex through a sequence of pebbling moves. We introduce a new variation on graph pebbling called two-player pebbling. In this, players called the mover and the defender alternate moves, with the stipulation that the defender cannot reverse the previous move. The mover wins only if they can place a pebble on a specified vertex and the defender wins if the mover cannot. We define η(G), analogously, as the minimum number of pebbles such that given every configuration of the η( G) pebbles and every specified vertex r, the mover has a winning strategy. First, we will investigate upper bounds for η( G) on various classes of graphs and find a certain structure for which the defender has a winning strategy, no matter how many pebbles are in a configuration. Then, we characterize winning configurations for both players on a special class of diameter 2 graphs. Finally, we show winning configurations for the mover on paths using a recursive argument.
Playing a quantum game on polarization vortices
Pinheiro, A R C; Caetano, D P; Huguenin, J A O; Schmidt, A G M; Khoury, A Z
2013-01-01
The quantum mechanical approach to the well known prisoners dilemma, one of the basic examples to illustrate the concepts of Game Theory, is implemented with a classical optical resource, nonquantum entanglement between spin and orbital degrees of freedom of laser modes. The concept of entanglement is crucial in the quantum version of the game, which brings novel features with a richer universe of strategies. As we show, this richness can be achieved in a quite unexpected context, namely that of paraxial spin-orbit modes in classical optics.
Constructing quantum games from symmetric non-factorizable joint probabilities
Chappell, James M; Abbott, Derek
2010-01-01
We construct quantum games from a table of non-factorizable joint probabilities, coupled with a symmetry constraint, requiring symmetrical payoffs between the players. We give the general result for a Nash equilibrium and payoff relations for a game based on non-factorizable joint probabilities, which embeds the classical game. We study a quantum version of Prisoners' Dilemma, Stag Hunt, and the Chicken game constructed from a given table of non-factorizable joint probabilities to find new outcomes in these games. We show that this approach provides a general framework for both classical and quantum games without recourse to the formalism of quantum mechanics.
The quantum computer game: citizen science
Damgaard, Sidse; Mølmer, Klaus; Sherson, Jacob
2013-05-01
Progress in the field of quantum computation is hampered by daunting technical challenges. Here we present an alternative approach to solving these by enlisting the aid of computer players around the world. We have previously examined a quantum computation architecture involving ultracold atoms in optical lattices and strongly focused tweezers of light. In The Quantum Computer Game (see http://www.scienceathome.org/), we have encapsulated the time-dependent Schrödinger equation for the problem in a graphical user interface allowing for easy user input. Players can then search the parameter space with real-time graphical feedback in a game context with a global high-score that rewards short gate times and robustness to experimental errors. The game which is still in a demo version has so far been tried by several hundred players. Extensions of the approach to other models such as Gross-Pitaevskii and Bose-Hubbard are currently under development. The game has also been incorporated into science education at high-school and university level as an alternative method for teaching quantum mechanics. Initial quantitative evaluation results are very positive. AU Ideas Center for Community Driven Research, CODER.
Quantum game application to spectrum scarcity problems
Zabaleta, O. G.; Barrangú, J. P.; Arizmendi, C. M.
2017-01-01
Recent spectrum-sharing research has produced a strategy to address spectrum scarcity problems. This novel idea, named cognitive radio, considers that secondary users can opportunistically exploit spectrum holes left temporarily unused by primary users. This presents a competitive scenario among cognitive users, making it suitable for game theory treatment. In this work, we show that the spectrum-sharing benefits of cognitive radio can be increased by designing a medium access control based on quantum game theory. In this context, we propose a model to manage spectrum fairly and effectively, based on a multiple-users multiple-choice quantum minority game. By taking advantage of quantum entanglement and quantum interference, it is possible to reduce the probability of collision problems commonly associated with classic algorithms. Collision avoidance is an essential property for classic and quantum communications systems. In our model, two different scenarios are considered, to meet the requirements of different user strategies. The first considers sensor networks where the rational use of energy is a cornerstone; the second focuses on installations where the quality of service of the entire network is a priority.
Playing a quantum game in a corrupt world
Johnson, N F
2000-01-01
The quantum advantage arising in a simplified multi-player quantum game, is found to be a disadvantage when the game's qubit-source is corrupted by a noisy "demon". Above a critical value of the corruption-rate, or noise-level, the coherent quantum effects impede the players to such an extent that the optimal choice of game changes from quantum to classical.
Stability of Mixed Nash Equilibria in Symmetric Quantum Games
Institute of Scientific and Technical Information of China (English)
A.Iqbal; A.H.Toor
2004-01-01
In bimatrix games the Bishop-Cannings theorem of the classical evolutionary game theory does not permit pure evolutionarily stable strategies (ESSs) when a mixed ESS exists. We find the necessary form of two-qubit initial quantum states when a switch-over to a quantum version of the game also changes the evolutionary stability of a mixed symmetric Nash equilibrium.
Arrighi, Pablo; Grattage, Jonathan
2012-06-01
The idea that our universe can be modelled as a giant computer dates back to the 1970s. But as Pablo Arrighi and Jonathan Grattage describe, quantum-information theorists are now hoping to revitalize this idea by making the "digital physics" project compatible with quantum theory.
Study of Nash equilibrium by increasing game parameters in 3-player quantum game
Directory of Open Access Journals (Sweden)
H Goudarzi
2013-03-01
Full Text Available Using the quantum game formalism in 3-player system, we calculate the Nash equilibrium in quantum Prisoners’ Dilemma by increasing parameters of unitary operator. Since, the entanglement plays an important role in quantum states of particles quantum game, actually its effect on the obtained results of Nash equilibrium is investigated. It is shown that increasing the parameters enhances the game payoff function.
Settling the Complexity of Computing Two-Player Nash Equilibria
Chen, Xi; Teng, Shang-Hua
2007-01-01
We settle a long-standing open question in algorithmic game theory. We prove that Bimatrix, the problem of finding a Nash equilibrium in a two-player game, is complete for the complexity class PPAD Polynomial Parity Argument, Directed version) introduced by Papadimitriou in 1991. This is the first of a series of results concerning the complexity of Nash equilibria. In particular, we prove the following theorems: Bimatrix does not have a fully polynomial-time approximation scheme unless every problem in PPAD is solvable in polynomial time. The smoothed complexity of the classic Lemke-Howson algorithm and, in fact, of any algorithm for Bimatrix is not polynomial unless every problem in PPAD is solvable in randomized polynomial time. Our results demonstrate that, even in the simplest form of non-cooperative games, equilibrium computation and approximation are polynomial-time equivalent to fixed point computation. Our results also have two broad complexity implications in mathematical economics and operations res...
Classical vs Quantum Games: Continuous-time Evolutionary Strategy Dynamics
Leung, Ming Lam
2011-01-01
This paper unifies the concepts of evolutionary games and quantum strategies. First, we state the formulation and properties of classical evolutionary strategies, with focus on the destinations of evolution in 2-player 2-strategy games. We then introduce a new formalism of quantum evolutionary dynamics, and give an example where an evolving quantum strategy gives reward if played against its classical counterpart.
Multiplayer quantum Minority game with decoherence
Flitney, A P; Flitney, Adrian P.; Hollenberg, Lloyd C. L.
2005-01-01
A quantum version of the Minority game for an arbitrary number of agents is studied. When the number of agents is odd, quantizing the game produces no advantage to the players, however, for an even number of agents new Nash equilibria appear that have no classical analogue. The new Nash equilibria provide far preferable expected payoffs to the players compared to the equivalent classical game. The effect on the Nash equilibrium payoff of reducing the degree of initial entanglement between the players' qubits or of introducing various forms of decoherence is discussed. As the number of players increases the multipartite GHZ state becomes increasingly fragile, as indicated by the smaller error probability required to reduce the Nash equilibrium payoff to the classical level.
Quantum game theory and open access publishing
Hanauske, Matthias; Bernius, Steffen; Dugall, Berndt
2007-08-01
The digital revolution of the information age and in particular the sweeping changes of scientific communication brought about by computing and novel communication technology, potentiate global, high grade scientific information for free. The arXiv, for example, is the leading scientific communication platform, mainly for mathematics and physics, where everyone in the world has free access on. While in some scientific disciplines the open access way is successfully realized, other disciplines (e.g. humanities and social sciences) dwell on the traditional path, even though many scientists belonging to these communities approve the open access principle. In this paper we try to explain these different publication patterns by using a game theoretical approach. Based on the assumption, that the main goal of scientists is the maximization of their reputation, we model different possible game settings, namely a zero sum game, the prisoners’ dilemma case and a version of the stag hunt game, that show the dilemma of scientists belonging to “non-open access communities”. From an individual perspective, they have no incentive to deviate from the Nash equilibrium of traditional publishing. By extending the model using the quantum game theory approach it can be shown, that if the strength of entanglement exceeds a certain value, the scientists will overcome the dilemma and terminate to publish only traditionally in all three settings.
Arrighi, Pablo
2010-01-01
This research describes a three dimensional quantum cellular automaton (QCA) which can simulate all other 3D QCA. This intrinsically universal QCA belongs to the simplest subclass of QCA: Partitioned QCA (PQCA). PQCA are QCA of a particular form, where incoming information is scattered by a fixed unitary U before being redistributed and rescattered. Our construction is minimal amongst PQCA, having block size 2 x 2 x 2 and cell dimension 2. Signals, wires and gates emerge in an elegant fashion.
Stability of Mixed Nash Equilibria in Symmetric Quantum Games
Institute of Scientific and Technical Information of China (English)
A. Iqbal; A.H. Toor
2004-01-01
In bimatrix games the Bishop-Cannings theorem of the classical evolutionary game theory does not permitpure evolutionarily stable strategies (ESSs) when a mixed ESS exists. We find the necessary form of two-qubit initialquantum states when a switch-over to a quantum version of the game also changes the evolutionary stability of a mixedsymmetric Nash equilibrium.
Octonionization of three player, two strategy maximally entangled quantum games
Ahmed, Aden; Bleiler, Steve; Khan, Faisal Shah
2008-01-01
We develop an octonionic representation of the payoff function for three player, two strategy, maximally entangled quantum games in order to obtain computationally friendly version of this function. This computational capability is then exploited to analyze and potentially classify the Nash equilibria in the quantum games.
Realization of quantum game with trapped ions%利用囚禁离子实现量子博弈
Institute of Scientific and Technical Information of China (English)
谢鸿; 李洪才; 杨熔灿; 林秀; 黄志平
2008-01-01
A scheme to realize the two-player quantum prisoner's dilemma with hot trapped ions is proposed. Based on the interaction between two ions and bichromatic radiation, the vibrational mode is only virtually excited so that the system is insensitive to the thermal field. In addition, since the basic logic gates of the quantum game can be constructed straightforward, the scheme is quite simple.%提出了一个利用热囚禁离子来实现两人量子囚徒困境的方案.用双色激光同时照射两个离子,振荡模处于虚激发状态,所以系统对热场不敏感.此外,由于量子博弈中基本的逻辑门可以直接构造,方案相对简单.
Quantum computer games: Schrödinger cat and hounds
Gordon, Michal; Gordon, Goren
2012-05-01
The quantum computer game 'Schrödinger cat and hounds' is the quantum extension of the well-known classical game fox and hounds. Its main objective is to teach the unique concepts of quantum mechanics in a fun way. 'Schrödinger cat and hounds' demonstrates the effects of superposition, destructive and constructive interference, measurements and entanglement. More advanced concepts, like particle-wave duality and decoherence, can also be taught using the game as a model. The game that has an optimal solution in the classical version, can have many different solutions and a new balance of powers in the quantum world. Game-aided lectures were given to high-school students which showed that it is a valid and entertaining teaching platform.
Exact Algorithms for Solving Stochastic Games
DEFF Research Database (Denmark)
Hansen, Kristoffer Arnsfelt; Koucky, Michal; Lauritzen, Niels;
2012-01-01
Shapley's discounted stochastic games, Everett's recursive games and Gillette's undiscounted stochastic games are classical models of game theory describing two-player zero-sum games of potentially infinite duration. We describe algorithms for exactly solving these games.......Shapley's discounted stochastic games, Everett's recursive games and Gillette's undiscounted stochastic games are classical models of game theory describing two-player zero-sum games of potentially infinite duration. We describe algorithms for exactly solving these games....
Payoff Shares in Two-Player Contests
Directory of Open Access Journals (Sweden)
Samuel Häfner
2016-09-01
Full Text Available In imperfectly discriminating contests with symmetric valuations, equilibrium payoffs are positive shares of the value of the prize. In contrast to a bargaining situation, players’ shares sum to less than one because a residual share of the value is lost due to rent dissipation. In this paper, we consider contests with two players and investigate the relationship between these equilibrium shares and the parameters of a class of asymmetric Tullock contest success functions. Our main finding is that any players’ shares that sum up to less than one can arise as the unique outcome of a pure-strategy Nash equilibrium for appropriate parameters.
Correlated Equilibria of Classical Strategic Games with Quantum Signals
La Mura, P
2003-01-01
Correlated equilibria are sometimes more efficient than the Nash equilibria of a game without signals. We investigate whether the availability of quantum signals in the context of a classical strategic game may allow the players to achieve even better efficiency than in any correlated equilibrium with classical signals, and find the answer to be positive.
Quantum Uncertainty and Decision-Making in Game Theory
Asano, M.; Ohya, M.; Tanaka, Y.; Khrennikov, A.; Basieva, I.
2011-01-01
Recently a few authors pointed to a possibility to apply the mathematical formalism of quantum mechanics to cognitive psychology, in particular, to games of the Prisoners Dilemma (PD) type.6_18 In this paper, we discuss the problem of rationality in game theory and point out that the quantum uncertainty is similar to the uncertainty of knowledge, which a player feels subjectively in his decision-making.
Duality, Phase Structures and Dilemmas in Symmetric Quantum Games
Ichikawa, T; Ichikawa, Tsubasa; Tsutsui, Izumi
2006-01-01
Symmetric quantum games for 2-player, 2-qubit strategies are analyzed in detail by using a scheme in which all pure states in the 2-qubit Hilbert space are utilized for strategies. We consider two different types of symmetric games exemplified by the familiar games, the Battle of the Sexes (BoS) and the Prisoners' Dilemma (PD). These two types of symmetric games are shown to be related by a duality map, which ensures that they share common phase structures with respect to the equilibria of the strategies. We find eight distinct phase structures possible for the symmetric games, which are determined by the classical payoff matrices from which the quantum games are defined. We also discuss the possibility of resolving the dilemmas in the classical BoS, PD and the Stag Hunt (SH) game based on the phase structures obtained in the quantum games. It is observed that quantization cannot resolve the dilemma fully for the BoS, while it generically can for the PD and SH if appropriate correlations for the strategies of...
A scheme for implementing quantum game in cavity QED
Institute of Scientific and Technical Information of China (English)
CaoShuai; Fang Mao-Fa; Liu Jian-Bin; Wang Xin-Wen; Zheng Xiao-juan
2009-01-01
In this paper, we propose a scheme fot implementing quantum game (QG) in cavity quantum electrodynam-ics(QED). In the scheme, the cavity is only virtually excited and thus the proposal is insensitive to the cavity fields states and cavity decay. So our proposal can be experimentally realized in the range of current cavity QED techniques.
Can you build intuition about quantum mechanics through a game?
Tahan, Charles
2015-03-01
We made an app called Meqanic for iOS. To the world, it is a pattern matching game whose rules are very unusual. In reality, it is a functional quantum simulator designed to visualize quantum states and to challenge the user to reconstruct them. The app was released on the Apple App Store in 2014. Here's what we learned.
Hybrid cluster state proposal for a quantum game
Paternostro, M; Kim, M S
2005-01-01
We propose an experimental implementation of a quantum game algorithm in a hybrid scheme combining the quantum circuit approach and the cluster state model. An economical cluster configuration is suggested to embody a quantum version of the Prisoners' Dilemma. Our proposal is shown to be within the experimental state-of-art and can be realized with existing technology. The effects of relevant experimental imperfections are also carefully examined.
Coalitions in the quantum Minority game: classical cheats and quantum bullies
Flitney, A P; Flitney, Adrian P.; Greentree, Andrew D.
2006-01-01
In a one-off Minority game, when a group of players agree to collaborate they gain an advantage over the remaining players. We consider the advantage obtained in a quantum Minority game by a coalition sharing an initially entangled state versus that obtained by a coalition that uses classical communication to arrive at an optimal group strategy. In a model of the quantum Minority game where the final measurement basis is randomized, quantum coalitions outperform classical ones when carried out by up to four players, but an unrestricted amount of classical communication is better for larger coalition sizes.
Quantum Stackelberg duopoly game in correlated noisy environment
Khan, Salman; Khan, M K
2009-01-01
In this paper, we study the influence of entanglement and correlated noise while using the correlated amplitude damping, depolarizing and phase damping channels on the quantum Stackelberg duopoly game. Our investigations show that even for unentangled state, for amplitude damping channel, a critical point exists at which the moves and payoffs of both firms are equal for a particular choice of memory parameter. Beyond the critical point with increasing value of the decoherence parameter, the game transforms from leader advantage to the follower advantage game. In the case of entangled initial state, we found two critical points corresponding to two values of the entanglement angle. It has also been observed that within the two critical points just mentioned therein, the game becomes follower advantage game. Furthermore, it is shown that for a given value of decoherence parameter, the payoff of firm A slightly increases by increasing the value of memory parameter, whereas the payoff for firm B decreases. It is ...
Exploring the Quantum Speed Limit with Computer Games
DEFF Research Database (Denmark)
Sørensen, Jens Jakob Winther Hedemann; Pedersen, Mads Kock; Munch, Michael Kulmback
2016-01-01
scientists and allowing them to provide novel solutions to the research problems. Citizen science games have been used successfully in Foldit, EteRNA and EyeWire to study protein and RNA folding and neuron mapping. However, gamification has never been applied in quantum physics. Everyday experiences of non......-experts are based on classical physics and it is \\textit{a priori} not clear that they should have an intuition for quantum dynamics. Does this premise hinder the use of citizen scientists in the realm of quantum mechanics? Here we report on Quantum Moves, an online platform gamifying optimization problems...... in quantum physics. Quantum Moves aims to use human players to find solutions to a class of problems associated with quantum computing. Players discover novel solution strategies which numerical optimizations fail to find. Guided by player strategies, a new low-dimensional heuristic optimization method...
Quantum Game Theory and Open Access Publishing
Hanauske, M; Dugall, B; Bernius, Steffen; Dugall, Berndt; Hanauske, Matthias
2006-01-01
The digital revolution of the information age and in particular the sweeping changes of scientific communication brought about by computing and novel communication technology, potentiate global, high grade scientific information for free. The arXiv for example is the leading scientific communication platform, mainly for mathematics and physics, where everyone in the world has free access on. While in some scientific disciplines the open access way is successfully realized, other disciplines (e.g. humanities and social sciences) dwell on the traditional path, even though many scientists belonging to these communities approve the open access principle. In this paper we try to explain these different publication patterns by using a game theoretical approach. Based on the assumption, that the main goal of scientists is the maximization of their reputation, we model different possible game settings, namely a zero sum game, the prisoners' dilemma case and a version of the stag hunt game, that show the dilemma of sc...
Mitra, Avik; Sivapriya, K; Kumar, Anil
2007-08-01
In a three player quantum 'Dilemma' game each player takes independent decisions to maximize his/her individual gain. The optimal strategy in the quantum version of this game has a higher payoff compared to its classical counterpart. However, this advantage is lost if the initial qubits provided to the players are from a noisy source. We have experimentally implemented the three player quantum version of the 'Dilemma' game as described by Johnson, [N.F. Johnson, Phys. Rev. A 63 (2001) 020302(R)] using nuclear magnetic resonance quantum information processor and have experimentally verified that the payoff of the quantum game for various levels of corruption matches the theoretical payoff.
Quantum Game Beats Classical Odds—Thermodynamics Implications
Directory of Open Access Journals (Sweden)
George Levy
2015-11-01
Full Text Available A quantum game is described making use of coins embodied as entangled Fermions in a potential energy well. It is shown that the odds are affected by the Pauli Exclusion Principle. They depend on the elevation in the energy well where the coins are selected, ranging from being a certainty of winning at the bottom of the well to being near classical at the top. These odds differ markedly from those in a classical game in which they are independent of elevation. The thermodynamics counterpart of the quantum game is discussed. It is shown that the temperature of a Maxwellian gas column in a potential energy gradient is independent of elevation. However, the temperature of a Fermion gas is shown to drop with elevation. The game and the gas column utilize the same components. When Fermions are used, a shifting of odds is produced in the game and a shifting of kinetic energy is produced in the thermodynamic experiment, leading to a spontaneous temperature gradient.
Understanding quantum non-locality through pseudo-telepathy game
Kunkri, Samir
2006-11-01
Usually by quantum non-locality we mean that quantum mechanics can not be replaced by local realistic theory. On the other hand this nonlocal feature of quantum mechanics can not be used for instantaneous communication and hence it respect Einstein's special theory of relativity. But still it is not trivial as proved by various quantum information processing using entangled states. Recently there have been studies of hypothetical non-local system again respecting no-signalling which is beyond quantum mechanics. Here we study the power of such a hypothetical nonlocal box first suggested by Popescu et.al. in the context of recently suggested pseudo-telepathy game constructed from a Kochen-Specker set.
The Generalized Quantization Schemes for Games and its Application to Quantum Information
Nawaz, Ahmad
2010-01-01
Theory of quantum games is relatively new to the literature and its applications to various areas of research are being explored. It is a novel interpretation of strategies and decisions in quantum domain. In the earlier work on quantum games considerable attention was given to the resolution of dilemmas present in corresponding classical games. Two separate quantum schemes were presented by Eisert et al. and Marinatto and Weber to resolve dilemmas in Prisoners' Dilemma and Battle of Sexes games respectively. However for the latter scheme it was argued that dilemma was not resolved. We have modified the quantization scheme of Marinatto and Weber to resolve the dilemma. We have developed a generalized quantization scheme for two person non-zero sum games which reduces to the existing schemes under certain conditions. Applications of this generalized quantization scheme to quantum information theory are studied. Measurement being ubiquitous in quantum mechanics can not be ignored in quantum games. With the help...
Algorithmic entropy, thermodynamics, and game interpretation
Sakhnovich, Lev
2011-01-01
Basic relations for the mean length and algorithmic entropy are obtained by solving a new extremal problem. Using this extremal problem, they are obtained in a most simple and general way. The length and entropy are considered as two players of a new type of a game, in which we follow the scheme of our previous work on thermodynamic characteristics in quantum and classical approaches.
Quantum coherence, correlated noise and Parrondo games
Lee, C F; Rodríguez, F; Quiroga, L; Lee, Chiu Fan; Johnson, Neil F.; Rodriguez, Ferney; Quiroga, Luis
2002-01-01
We discuss the effect of correlated noise on the robustness of quantum coherent phenomena. First we consider a simple, toy model to illustrate the effect of such correlations on the decoherence process. Then we show how decoherence rates can be suppressed using a Parrondo-like effect. Finally, we report the results of many-body calculations in which an experimentally-measurable quantum coherence phenomenon is significantly enhanced by non-Markovian dynamics arising from the noise source.
Key Distribution based on Three Player Quantum Games
Toyota, Norihito
2010-01-01
We study a new QKD that is different from the scheme proposed by \\cite{Ramz2}, though it essentially takes our ground on three-player quantum games and Greenberg-Horne-Zeilinger triplet entangled state (GHZ state) \\cite{Gree} is used. In our scheme proposed in this article, Bob and Charlie (and Alice also) that they are players in a game get some common key or information (applied strategies and their payoffs in the game) by knowing some results of the measurement made by Alice. There is not any arbiter in our scheme, since existence of an arbiter increase the risk of wiretapping. For it is difficult to detect wiretapping, when an arbiter repeatedly sends classical information. Lastly we discuss robustness for eavesdrop. We show that though maximally entangled case and non-entangled case provided essentially equivalent way in QKD, the latter is not available in the case there are some eavesdroppers.
Exploring the quantum speed limit with computer games.
Sørensen, Jens Jakob W H; Pedersen, Mads Kock; Munch, Michael; Haikka, Pinja; Jensen, Jesper Halkjær; Planke, Tilo; Andreasen, Morten Ginnerup; Gajdacz, Miroslav; Mølmer, Klaus; Lieberoth, Andreas; Sherson, Jacob F
2016-04-14
Humans routinely solve problems of immense computational complexity by intuitively forming simple, low-dimensional heuristic strategies. Citizen science (or crowd sourcing) is a way of exploiting this ability by presenting scientific research problems to non-experts. 'Gamification'--the application of game elements in a non-game context--is an effective tool with which to enable citizen scientists to provide solutions to research problems. The citizen science games Foldit, EteRNA and EyeWire have been used successfully to study protein and RNA folding and neuron mapping, but so far gamification has not been applied to problems in quantum physics. Here we report on Quantum Moves, an online platform gamifying optimization problems in quantum physics. We show that human players are able to find solutions to difficult problems associated with the task of quantum computing. Players succeed where purely numerical optimization fails, and analyses of their solutions provide insights into the problem of optimization of a more profound and general nature. Using player strategies, we have thus developed a few-parameter heuristic optimization method that efficiently outperforms the most prominent established numerical methods. The numerical complexity associated with time-optimal solutions increases for shorter process durations. To understand this better, we produced a low-dimensional rendering of the optimization landscape. This rendering reveals why traditional optimization methods fail near the quantum speed limit (that is, the shortest process duration with perfect fidelity). Combined analyses of optimization landscapes and heuristic solution strategies may benefit wider classes of optimization problems in quantum physics and beyond.
Exploring the quantum speed limit with computer games
Sørensen, Jens Jakob W. H.; Pedersen, Mads Kock; Munch, Michael; Haikka, Pinja; Jensen, Jesper Halkjær; Planke, Tilo; Andreasen, Morten Ginnerup; Gajdacz, Miroslav; Mølmer, Klaus; Lieberoth, Andreas; Sherson, Jacob F.
2016-04-01
Humans routinely solve problems of immense computational complexity by intuitively forming simple, low-dimensional heuristic strategies. Citizen science (or crowd sourcing) is a way of exploiting this ability by presenting scientific research problems to non-experts. ‘Gamification’—the application of game elements in a non-game context—is an effective tool with which to enable citizen scientists to provide solutions to research problems. The citizen science games Foldit, EteRNA and EyeWire have been used successfully to study protein and RNA folding and neuron mapping, but so far gamification has not been applied to problems in quantum physics. Here we report on Quantum Moves, an online platform gamifying optimization problems in quantum physics. We show that human players are able to find solutions to difficult problems associated with the task of quantum computing. Players succeed where purely numerical optimization fails, and analyses of their solutions provide insights into the problem of optimization of a more profound and general nature. Using player strategies, we have thus developed a few-parameter heuristic optimization method that efficiently outperforms the most prominent established numerical methods. The numerical complexity associated with time-optimal solutions increases for shorter process durations. To understand this better, we produced a low-dimensional rendering of the optimization landscape. This rendering reveals why traditional optimization methods fail near the quantum speed limit (that is, the shortest process duration with perfect fidelity). Combined analyses of optimization landscapes and heuristic solution strategies may benefit wider classes of optimization problems in quantum physics and beyond.
General model for a entanglement-enhanced composed quantum game on a two-dimensional lattice
Miszczak, Jarosław Adam; Sładkowski, Jan
2013-01-01
We introduce a method of analyzing entanglement enhanced quantum games on regular lattices of agents. Our method is valid for setups with periodic and non-periodic boundary conditions. To demonstrate our approach we study two different types games, namely the prisoner's dilemma game and a cooperative Parrondo's game. In both cases we obtain results showing, that entanglement is a crucial resource necessary for the agents to achieve positive capital gain.
A novel quantum-inspired immune clonal algorithm with the evolutionary game approach
Institute of Scientific and Technical Information of China (English)
Qiuyi Wu; Licheng Jiao; Yangyang Li; Xiaozheng Deng
2009-01-01
The quantum-inspired immune clonal algorithm (QICA) is a rising intelligence algorithm. Based on evolutionary game theory and QICA, a quantum-inspired immune algorithm embedded with evolutionary game (EGQICA) is proposed to solve combination optimi-zation problems. In this paper, we map the quantum antibody's finding the optimal solution to player's pursuing maximum utility by choosing strategies in evolutionary games. Replicator dynamics is used to model the behavior of the quantum antibody and the memory mechanism is also introduced in this work. Experimental results indicate that the proposed approach maintains a good diversity and achieves superior performance.
Emergence of super cooperation of prisoner's dilemma games on scale-free networks.
Li, Angsheng; Yong, Xi
2015-01-01
Recently, the authors proposed a quantum prisoner's dilemma game based on the spatial game of Nowak and May, and showed that the game can be played classically. By using this idea, we proposed three generalized prisoner's dilemma (GPD, for short) games based on the weak Prisoner's dilemma game, the full prisoner's dilemma game and the normalized Prisoner's dilemma game, written by GPDW, GPDF and GPDN respectively. Our games consist of two players, each of which has three strategies: cooperator (C), defector (D) and super cooperator (denoted by Q), and have a parameter γ to measure the entangled relationship between the two players. We found that our generalised prisoner's dilemma games have new Nash equilibrium principles, that entanglement is the principle of emergence and convergence (i.e., guaranteed emergence) of super cooperation in evolutions of our generalised prisoner's dilemma games on scale-free networks, that entanglement provides a threshold for a phase transition of super cooperation in evolutions of our generalised prisoner's dilemma games on scale-free networks, that the role of heterogeneity of the scale-free networks in cooperations and super cooperations is very limited, and that well-defined structures of scale-free networks allow coexistence of cooperators and super cooperators in the evolutions of the weak version of our generalised prisoner's dilemma games.
Emergence of super cooperation of prisoner's dilemma games on scale-free networks.
Directory of Open Access Journals (Sweden)
Angsheng Li
Full Text Available Recently, the authors proposed a quantum prisoner's dilemma game based on the spatial game of Nowak and May, and showed that the game can be played classically. By using this idea, we proposed three generalized prisoner's dilemma (GPD, for short games based on the weak Prisoner's dilemma game, the full prisoner's dilemma game and the normalized Prisoner's dilemma game, written by GPDW, GPDF and GPDN respectively. Our games consist of two players, each of which has three strategies: cooperator (C, defector (D and super cooperator (denoted by Q, and have a parameter γ to measure the entangled relationship between the two players. We found that our generalised prisoner's dilemma games have new Nash equilibrium principles, that entanglement is the principle of emergence and convergence (i.e., guaranteed emergence of super cooperation in evolutions of our generalised prisoner's dilemma games on scale-free networks, that entanglement provides a threshold for a phase transition of super cooperation in evolutions of our generalised prisoner's dilemma games on scale-free networks, that the role of heterogeneity of the scale-free networks in cooperations and super cooperations is very limited, and that well-defined structures of scale-free networks allow coexistence of cooperators and super cooperators in the evolutions of the weak version of our generalised prisoner's dilemma games.
Ensemble feature selection integrating elitist roles and quantum game model
Institute of Scientific and Technical Information of China (English)
Weiping Ding; Jiandong Wang; Zhijin Guan; Quan Shi
2015-01-01
To accelerate the selection process of feature subsets in the rough set theory (RST), an ensemble elitist roles based quantum game (EERQG) algorithm is proposed for feature selec-tion. Firstly, the multilevel elitist roles based dynamics equilibrium strategy is established, and both immigration and emigration of elitists are able to be self-adaptive to balance between exploration and exploitation for feature selection. Secondly, the utility matrix of trust margins is introduced to the model of multilevel elitist roles to enhance various elitist roles’ performance of searching the optimal feature subsets, and the win-win utility solutions for feature selec-tion can be attained. Meanwhile, a novel ensemble quantum game strategy is designed as an intriguing exhibiting structure to perfect the dynamics equilibrium of multilevel elitist roles. Final y, the en-semble manner of multilevel elitist roles is employed to achieve the global minimal feature subset, which wil greatly improve the fea-sibility and effectiveness. Experiment results show the proposed EERQG algorithm has superiority compared to the existing feature selection algorithms.
A novel framework of classical and quantum prisoner's dilemma games on coupled networks.
Deng, Xinyang; Zhang, Qi; Deng, Yong; Wang, Zhen
2016-03-15
Evolutionary games on multilayer networks are attracting growing interest. While among previous studies, the role of quantum games in such a infrastructure is still virgin and may become a fascinating issue across a myriad of research realms. To mimick two kinds of different interactive environments and mechanisms, in this paper a new framework of classical and quantum prisoner's dilemma games on two-layer coupled networks is considered. Within the proposed model, the impact of coupling factor of networks and entanglement degree in quantum games on the evolutionary process has been studied. Simulation results show that the entanglement has no impact on the evolution of the classical prisoner's dilemma, while the rise of the coupling factor obviously impedes cooperation in this game, and the evolution of quantum prisoner's dilemma is greatly impacted by the combined effect of entanglement and coupling.
A novel framework of classical and quantum prisoner’s dilemma games on coupled networks
Deng, Xinyang; Zhang, Qi; Deng, Yong; Wang, Zhen
2016-03-01
Evolutionary games on multilayer networks are attracting growing interest. While among previous studies, the role of quantum games in such a infrastructure is still virgin and may become a fascinating issue across a myriad of research realms. To mimick two kinds of different interactive environments and mechanisms, in this paper a new framework of classical and quantum prisoner’s dilemma games on two-layer coupled networks is considered. Within the proposed model, the impact of coupling factor of networks and entanglement degree in quantum games on the evolutionary process has been studied. Simulation results show that the entanglement has no impact on the evolution of the classical prisoner’s dilemma, while the rise of the coupling factor obviously impedes cooperation in this game, and the evolution of quantum prisoner’s dilemma is greatly impacted by the combined effect of entanglement and coupling.
Quantum Game Theory Based on the Schmidt Decomposition: Can Entanglement Resolve Dilemmas?
Ichikawa, T; Tsutsui, I; Cheon, Taksu; Ichikawa, Tsubasa; Tsutsui, Izumi
2007-01-01
We present a novel formulation of quantum game theory based on the Schmidt decomposition, which has the merit that the entanglement of quantum strategies is manifestly quantified. We apply this formulation to 2-player, 2-strategy symmetric games and obtain a complete set of quantum Nash equilibria. Apart from those available with the maximal entanglement, these quantum Nash equilibria are extensions of the Nash equilibria in classical game theory. The phase structure of the equilibria is determined for all values of entanglement, and thereby the possibility of resolving the dilemmas by entanglement in the game of Chicken, the Battle of the Sexes, the Prisoners' Dilemma, and the Stag Hunt, is examined. We find that entanglement transforms these dilemmas with each other but cannot resolve them, except in the Stag Hunt game where the dilemma can be alleviated to a certain degree.
Two-player envy-free multi-cake division
Cloutier, John; Su, Francis Edward
2009-01-01
We introduce a generalized cake-cutting problem in which we seek to divide multiple cakes so that two players may get their most-preferred piece selections: a choice of one piece from each cake, allowing for the possibility of linked preferences over the cakes. For two players, we show that disjoint envy-free piece selections may not exist for two cakes cut into two pieces each, and they may not exist for three cakes cut into three pieces each. However, there do exist such divisions for two cakes cut into three pieces each, and for three cakes cut into four pieces each. The resulting allocations of pieces to players are Pareto-optimal with respect to the division. We use a generalization of Sperner's lemma on the polytope of divisions to locate solutions to our generalized cake-cutting problem.
Lieberoth, Andreas; Marin, Andreea Catalina; Planke, Tilo; Sherson, Jacob Friis
2015-01-01
The game Quantum Moves was designed to pit human players against computer algorithms, combining their solutions into hybrid optimization to control a scalable quantum computer. In this midstream report, we open our design process and describe the series of constitutive building stages going into a quantum physics citizen science game. We present our approach from designing a core gameplay around quantum simulations, to putting extra game elements in place in order to frame, structure, and motivate players' difficult path from curious visitors to competent science contributors. The player base is extremely diverse - for instance, two top players are a 40 year old female accountant and a male taxi driver. Among statistical predictors for retention and in-game high scores, the data from our first year suggest that people recruited based on real-world physics interest and via real-world events, but only with an intermediate science education, are more likely to become engaged and skilled contributors. Interesting...
Minimum best success probability by classical strategies for quantum pseudo-telepathy
Gao, Fei; Fang, Wei; Wen, QiaoYan
2014-07-01
Quantum pseudo-telepathy (QPT) is a new type of game where the quantum team can win with certainty while the classical one cannot. It means the advantages of quantum participants over classical ones in game. However, there has been no systematic and formal analysis on the QPT game before. Here we present the formal description of the QPT game and the definition of the most simplified QPT. Based on the above definitions, we simplify a famous QPT game, i.e. the Cabllo game. Then, according to some instances, we analyze the minimum best success probability by classical strategies of the two-player QPT, which reflects the advantage of the quantum strategies. Finally, we prove the best success probability by classical strategies for the most simplified QPT is totally related to the number of all possible question combinations.
Multiobjective Interaction Programming Problem with Interaction Constraint for Two Players
Directory of Open Access Journals (Sweden)
Min Jiang
2012-01-01
Full Text Available This paper extends an existing cooperative multi-objective interaction programming problem with interaction constraint for two players (or two agents. First, we define an s-optimal joint solution with weight vector to multi-objective interaction programming problem with interaction constraint for two players and get some properties of it. It is proved that the s-optimal joint solution with weight vector to the multi-objective interaction programming problem can be obtained by solving a corresponding mathematical programming problem. Then, we define another s-optimal joint solution with weight value to multi-objective interaction programming problem with interaction constraint for two players and get some of its properties. It is proved that the s-optimal joint solution with weight vector to multi-objective interaction programming problem can be obtained by solving a corresponding mathematical programming problem. Finally, we build a pricing multi-objective interaction programming model for a bi-level supply chain. Numerical results show that the interaction programming pricing model is better than Stackelberg pricing model and the joint pricing model.
Separation between Classical and Quantum Winning Strategies for the Matching Game
Fialík, Ivan
2010-01-01
Communication complexity is an area of classical computer science which studies how much communication is necessary to solve various distributed computational problems. Quantum information processing can be used to reduce the amount of communication required to carry out some distributed problems. We speak of pseudo-telepathy when it is able to completely eliminate the need for communication. The matching game is the newest member of the family of pseudo-telepathy games. After introducing a general model for pseudo-telepathy games, we focus on the question what the smallest size of inputs is for which the matching game is a pseudo-telepathy game.
Do quantum strategies always win?
Anand, Namit; Benjamin, Colin
2015-11-01
In a seminal paper, Meyer (Phys Rev Lett 82:1052, 1999) described the advantages of quantum game theory by looking at the classical penny flip game. A player using a quantum strategy can win against a classical player almost 100 % of the time. Here we make a slight modification to the quantum game, with the two players sharing an entangled state to begin with. We then analyze two different scenarios: First in which quantum player makes unitary transformations to his qubit, while the classical player uses a pure strategy of either flipping or not flipping the state of his qubit. In this case, the quantum player always wins against the classical player. In the second scenario, we have the quantum player making similar unitary transformations, while the classical player makes use of a mixed strategy wherein he either flips or not with some probability " p." We show that in the second scenario, 100 % win record of a quantum player is drastically reduced and for a particular probability " p" the classical player can even win against the quantum player. This is of possible relevance to the field of quantum computation as we show that in this quantum game of preserving versus destroying entanglement a particular classical algorithm can beat the quantum algorithm.
Quantum-like dynamics of decision-making in prisoner's dilemma game
Asano, Masanari; Basieva, Irina; Khrennikov, Andrei; Ohya, Masanori; Tanaka, Yoshiharu
2012-03-01
In cognitive psychology, some experiments of games were reported [1, 2, 3, 4], and these demonstrated that real players did not use the "rational strategy" provided by classical game theory. To discuss probabilities of such "irrational choice", recently, we proposed a decision-making model which is based on the formalism of quantum mechanics [5, 6, 7, 8]. In this paper, we briefly explain the above model and calculate the probability of irrational choice in several prisoner's dilemma (PD) games.
Playing the Aharon-Vaidman quantum game with a Young type photonic qutrit
Kolenderski, Piotr; Youning, Li; Zhao, Tong; Volpini, Matthew; Cabello, Adan; Laflamme, Raymond; Jennewein, Thomas
2011-01-01
The Aharon-Vaidman game exemplifies the advantage of using simple quantum systems to outperform classical strategies. We present an experimental test of this quantum advantage by using a three-state quantum system (qutrit) encoded in a spatial mode of a single photon passing through a system of three slits, which we call Young type qutrit. We prepared its states by controlling the photon propagation and the number of slits that are open, and performed POVM-measurements by placing detectors in the positions corresponding to near and far field. These tools allowed us to perform tomographic reconstructions of qutrit states and play the game with compelling evidence of the quantum advantage.
Rakow, Steven J.; Glenn, Allen
1982-01-01
Provides rationale for and description of an acid rain game (designed for two players), a problem-solving model for elementary students. Although complete instructions are provided, including a copy of the game board, the game is also available for Apple II microcomputers. Information for the computer program is available from the author.…
Rakow, Steven J.; Glenn, Allen
1982-01-01
Provides rationale for and description of an acid rain game (designed for two players), a problem-solving model for elementary students. Although complete instructions are provided, including a copy of the game board, the game is also available for Apple II microcomputers. Information for the computer program is available from the author.…
Quantum-mechanical machinery for rational decision-making in classical guessing game
Bang, Jeongho; Ryu, Junghee; Pawłowski, Marcin; Ham, Byoung S.; Lee, Jinhyoung
2016-02-01
In quantum game theory, one of the most intriguing and important questions is, “Is it possible to get quantum advantages without any modification of the classical game?” The answer to this question so far has largely been negative. So far, it has usually been thought that a change of the classical game setting appears to be unavoidable for getting the quantum advantages. However, we give an affirmative answer here, focusing on the decision-making process (we call ‘reasoning’) to generate the best strategy, which may occur internally, e.g., in the player’s brain. To show this, we consider a classical guessing game. We then define a one-player reasoning problem in the context of the decision-making theory, where the machinery processes are designed to simulate classical and quantum reasoning. In such settings, we present a scenario where a rational player is able to make better use of his/her weak preferences due to quantum reasoning, without any altering or resetting of the classically defined game. We also argue in further analysis that the quantum reasoning may make the player fail, and even make the situation worse, due to any inappropriate preferences.
Iqbal, A
2002-01-01
We find quantum mechanics playing a role in evolutionary dynamics described by the notion of an Evolutionary Stable Strategy (ESS). An ESS being a refinement of Nash equilibrium concept is a stable strategy in an evolutionary game with replicator dynamic as the underlying process. We investigate ESSs in two and three player symmetric quantum games played by the proposed scheme of applying $^{\\prime}$identity$^{\\prime}$ and $^{\\prime}$Pauli spin-flip$^{\\prime}$ operators on an initial state with classical probabilities. The mixed Nash equilibrium (NE) we search for is not affected by a switchover between two forms of the game, one quantized and other classical, however it is an ESS when the game is played classically.We show no such mixed NE exists for two player games but there is a class of three player games where they do exist.Our results imply that an evolutionary approach originating with Darwin's idea of natural selection can be used even for quantum systems. It also indicates the possibility of genetic...
Separation between Classical and Quantum Winning Strategies for the Matching Game
Fialík, Ivan
2010-01-01
Communication complexity is an area of classical computer science which studies how much communication is necessary to solve various distributed computational problems. Quantum information processing can be used to reduce the amount of communication required to carry out some distributed problems. We speak of pseudo-telepathy when it is able to completely eliminate the need for communication. The matching game is the newest member of the family of pseudo-telepathy games. After introducing a g...
Quantum-like Representation of Bayesian Updating
Asano, Masanari; Ohya, Masanori; Tanaka, Yoshiharu; Khrennikov, Andrei; Basieva, Irina
2011-03-01
Recently, applications of quantum mechanics to coginitive psychology have been discussed, see [1]-[11]. It was known that statistical data obtained in some experiments of cognitive psychology cannot be described by classical probability model (Kolmogorov's model) [12]-[15]. Quantum probability is one of the most advanced mathematical models for non-classical probability. In the paper of [11], we proposed a quantum-like model describing decision-making process in a two-player game, where we used the generalized quantum formalism based on lifting of density operators [16]. In this paper, we discuss the quantum-like representation of Bayesian inference, which has been used to calculate probabilities for decision making under uncertainty. The uncertainty is described in the form of quantum superposition, and Bayesian updating is explained as a reduction of state by quantum measurement.
Li, Angsheng; Yong, Xi
2016-02-01
The authors proposed a quantum Prisoner's Dilemma (PD) game as a natural extension of the classic PD game to resolve the dilemma. Here, we establish a new Nash equilibrium principle of the game, propose the notion of convergence and discover the convergence and phase-transition phenomena of the evolutionary games on networks. We investigate the many-body extension of the game or evolutionary games in networks. For homogeneous networks, we show that entanglement guarantees a quick convergence of super cooperation, that there is a phase transition from the convergence of defection to the convergence of super cooperation, and that the threshold for the phase transitions is principally determined by the Nash equilibrium principle of the game, with an accompanying perturbation by the variations of structures of networks. For heterogeneous networks, we show that the equilibrium frequencies of super-cooperators are divergent, that entanglement guarantees emergence of super-cooperation and that there is a phase transition of the emergence with the threshold determined by the Nash equilibrium principle, accompanied by a perturbation by the variations of structures of networks. Our results explore systematically, for the first time, the dynamics, morphogenesis and convergence of evolutionary games in interacting and competing systems.
Non-cooperative monomino games
Timmer, Judith B.; Aarts, Henricus F.M.; van Dorenvanck, Peter; Klomp, Jasper
In this paper we study monomino games. These are two player games, played on a rectangular board with C columns and R rows. The game pieces are monominoes, which cover exactly one cell of the board. One by one each player selects a column of the board, and places a monomino in the lowest uncovered
Non-cooperative monomino games
Timmer, Judith; Aarts, Harry; Dorenvanck, van Peter; Klomp, Jasper
2011-01-01
In this paper we study monomino games. These are two player games, played on a rectangular board with C columns and R rows. The game pieces are monominoes, which cover exactly one cell of the board. One by one each player selects a column of the board, and places a monomino in the lowest uncovered c
Hefetz, Dan; Stojaković, Miloš; Szabó, Tibor
2014-01-01
This text serves as a thorough introduction to the rapidly developing field of positional games. This area constitutes an important branch of combinatorics, whose aim it is to systematically develop an extensive mathematical basis for a variety of two-player perfect information games. These range from such popular games as Tic-Tac-Toe and Hex to purely abstract games played on graphs and hypergraphs. The subject of positional games is strongly related to several other branches of combinatorics such as Ramsey theory, extremal graph and set theory, and the probabilistic method. These notes cover a variety of topics in positional games, including both classical results and recent important developments. They are presented in an accessible way and are accompanied by exercises of varying difficulty, helping the reader to better understand the theory. The text will benefit both researchers and graduate students in combinatorics and adjacent fields.
Characterizing the Nash equilibria of a three-player Bayesian quantum game
Solmeyer, Neal; Dixon, Ricky; Balu, Radhakrishnan
2017-06-01
Quantum games with incomplete information can be studied within a Bayesian framework. We consider a version of prisoner's dilemma (PD) in this framework with three players and characterize the Nash equilibria. A variation of the standard PD game is set up with two types of the second prisoner and the first prisoner plays with them with probability p and 1-p, respectively. The Bayesian nature of the game manifests in the uncertainty that the first prisoner faces about his opponent's type which is encoded either in a classical probability or in the amplitudes of a wave function. Here, we consider scenarios with asymmetric payoffs between the first and second prisoner for different values of the probability, p, and the entanglement. Our results indicate a class of Nash equilibria (NE) with rich structures, characterized by a phase relationship on the strategies of the players. The rich structure can be exploited by the referee to set up rules of the game to push the players toward a specific class of NE. These results provide a deeper insight into the quantum advantages of Bayesian games over their classical counterpart.
Nonlocal correlations: Fair and unfair strategies in Bayesian games
Roy, Arup; Mukherjee, Amit; Guha, Tamal; Ghosh, Sibasish; Bhattacharya, Some Sankar; Banik, Manik
2016-09-01
An interesting connection has been established between two apparently unrelated concepts, namely, quantum nonlocality and Bayesian game theory. It has been shown that nonlocal correlations in the form of advice can outperform classical equilibrium strategies in common-interest Bayesian games and also in conflicting-interest Bayesian games. Classical equilibrium strategies can be of two types, fair and unfair. Whereas in fair equilibrium payoffs of different players are equal, in the unfair case they differ. An advantage of nonlocal correlation has been demonstrated over fair strategies only. We show that quantum strategies can outperform even the unfair classical equilibrium strategies. For this purpose we consider a class of two-player Bayesian games. It becomes that such games can have only fair equilibria, both fair and unfair equilibria, or only unfair ones. We provide a simple analytic method to characterize the nonlocal correlations that are advantageous over the classical equilibrium strategies in these games. We also show that quantum advice provides a better social optimality solution (a relevant notion of equilibrium for the unfair case) over the classical one.
Backwards-induction Outcome in a Quantum Game
Iqbal, A
2002-01-01
In economics duopoly is a market dominated by two firms large enough to influence the market price. Stackelberg presented a dynamic form of duopoly that is also called `leader-follower' model. We give a quantum perspective on Stackelberg duopoly that gives a backwards-induction outcome same as the Nash equilibrium in static form of duopoly also known as Cournot's duopoly. We find two qubit quantum pure states required for this purpose.
Directory of Open Access Journals (Sweden)
Andrew Reinhard
2015-01-01
Full Text Available Review of Never Alone (Kisima Ingitchuna, an atmospheric platformer and puzzle game (built on the Unity engine released in late 2014 by Upper One Games and education company E-Line Media. It invites one or two players to explore a central story from the Iñupiat, Native Alaskans, with the rewards of additional storytelling by elders and community members.
A periodic point-based method for the analysis of Nash equilibria in 2 x 2 symmetric quantum games
Energy Technology Data Exchange (ETDEWEB)
Schneider, David, E-mail: schneide@tandar.cnea.gov.ar [Departamento de Fisica, Comision Nacional de EnergIa Atomica. Av. del Libertador 8250, 1429 Buenos Aires (Argentina)
2011-03-04
We present a novel method of looking at Nash equilibria in 2 x 2 quantum games. Our method is based on a mathematical connection between the problem of identifying Nash equilibria in game theory, and the topological problem of the periodic points in nonlinear maps. To adapt our method to the original protocol designed by Eisert et al (1999 Phys. Rev. Lett. 83 3077-80) to study quantum games, we are forced to extend the space of strategies from the initial proposal. We apply our method to the extended strategy space version of the quantum Prisoner's dilemma and find that a new set of Nash equilibria emerge in a natural way. Nash equilibria in this set are optimal as Eisert's solution of the quantum Prisoner's dilemma and include this solution as a limit case.
Stochastic mean payoff games: smoothed analysis and approximation schemes
Boros, Endre; Elbassioni, Khaled; Fouz, Mahmoud; Gurvich, Vladimir; Makino, Kazuhisa; Manthey, Bodo; Aceto, L.; Henzinger, M.; Sgall, J.
2011-01-01
In this paper, we consider two-player zero-sum stochastic mean payoff games with perfect information modeled by a digraph with black, white, and random vertices. These BWR-games games are polynomially equivalent with the classical Gillette games, which include many well-known subclasses, such as cyc
Institute of Scientific and Technical Information of China (English)
无
2003-01-01
The basic ideas of game theory were originated from the problems of maximum and minimum given by J.Yon Neumann in 1928. Later, wars accelerated the study of game theory, there are many developments that contributed to the advancement of game theory, many problems of optimum appeared in economic development process. Scientists applied mathematic methods to studying game theory to make the theory more profound and perfect. The axiomatic structure of game theory was nearly complete in 1944. The path of the development of game theory started from finite to infinite, from two players to many players, from expressing gains with quantity to showing the ending of game theory with abstract result, and from certainty problems to random problems. Thus development of game theory is closely related to the economic development. In recent years, the research on the non-differentiability of Shapley value posed by Belgian Mertens is one of the advanced studies in game theory.
Energy Technology Data Exchange (ETDEWEB)
Hanauske, Matthias
2011-02-14
The evolution of socio-economic systems depend on the interdependent decision processes of its underlying system components. The mathematical model to describe the strategic decision of players within a socio-economic game is ''game theory''. ''Quantum game theory'' is a mathematical and conceptual amplification of classical game theory. The space of all conceivable decision paths is extended from the purely rational, measurable space in the Hilbert-space of complex numbers - which is the mathematical space where quantum theory is formulated. By the concept of a potential entanglement of the imaginary quantum strategy parts, it is possible to include cooperate decision path, caused by cultural or moral standards. If this strategy entanglement is large enough, then additional Nash equilibria can occur, previously present dominant strategies could become nonexistent and new evolutionary stable strategies do appear for some game classes. Within this PhD thesis the main results of classical and quantum games are summarized and all of the possible game classes of evolutionary (2 player)-(2 strategy) games are extended to quantum games. It is shown that the quantum extension of classical games with an underlying dilemma-like structure give different results, if the strength of strategic entanglement is above a certain barrier. After the German summary and the introduction paper, five different applications of the theory are discussed within the thesis. (orig.)
Evolutionary games in the multiverse.
Gokhale, Chaitanya S; Traulsen, Arne
2010-03-23
Evolutionary game dynamics of two players with two strategies has been studied in great detail. These games have been used to model many biologically relevant scenarios, ranging from social dilemmas in mammals to microbial diversity. Some of these games may, in fact, take place between a number of individuals and not just between two. Here we address one-shot games with multiple players. As long as we have only two strategies, many results from two-player games can be generalized to multiple players. For games with multiple players and more than two strategies, we show that statements derived for pairwise interactions no longer hold. For two-player games with any number of strategies there can be at most one isolated internal equilibrium. For any number of players with any number of strategies , there can be at most isolated internal equilibria. Multiplayer games show a great dynamical complexity that cannot be captured based on pairwise interactions. Our results hold for any game and can easily be applied to specific cases, such as public goods games or multiplayer stag hunts.
Quality effort decision in service supply chain with quality preference based on quantum game
Zhang, Cuihua; Xing, Peng; Wang, Jianwei
2015-04-01
Service quality preference behaviors of both members are considered in service supply chain (SSC) including a service integrator and a service provider with stochastic demand. Through analysis of service quality cost and revenue, the utility functions are established on service quality effort degree and service quality preference level in integrated and decentralized SSC. Nash equilibrium and quantum game are used to optimize the models. By comparing the different solutions, the optimal strategies are obtained in SSC with quality preference. Then some numerical examples are studied and the changing trend of service quality effort is further analyzed by the influence of the entanglement operator and quality preferences.
The Impossibility of Pseudo-Telepathy Without Quantum Entanglement
Galliard, V; Tapp, A; Galliard, Viktor; Wolf, Stefan; Tapp, Alain
2002-01-01
Imagine that Alice and Bob, unable to communicate, are both given a 16-bit string such that the strings are either equal, or they differ in exactly 8 positions. Both parties are then supposed to output a 4-bit string in such a way that these short strings are equal if and only if the original longer strings given to them were equal as well. It is known that this task can be fulfilled without failure and without communication if Alice and Bob share 4 maximally entangled quantum bits. We show that, on the other hand, they CANNOT win the same game with certainty if they only share classical bits, even if it is an unlimited number. This means that for fulfilling this particular distributed task, quantum entanglement can completely replace communication. This phenomenon has been called pseudo-telepathy. The results of this paper complete the analysis of the first proposed game of this type between two players.
Duke, Richard D
2014-01-01
Als Richard Duke sein Buch ""Gaming: The Future's Language"" 1974 veröffentlichte, war er ein Pionier für die Entwicklung und Anwendung von Planspielen in Politik, Strategieentwicklung und Management. Das Buch wurde zu einem viel zitierten Standardwerk. 2014 feiert die von Richard D. Duke gegründete International Simulation and Gaming Association (ISAGA) ihr 45-jähriges Bestehen. Gleichzeitig legt Richard D. Duke eine überarbeitete Auflage seines Klassikers vor. Inhaltsverzeichnis TABLE OF CONTENTSAcknowledgments Preface SECTION I1. The ProblemSECTION II2. Modes of Human Communication3. Mode
Solving Simple Stochastic Games with Few Random Vertices
Gimbert, H.; Horn, F.
2009-01-01
Simple stochastic games are two-player zero-sum stochastic games with turn-based moves, perfect information, and reachability winning conditions. We present two new algorithms computing the values of simple stochastic games. Both of them rely on the existence of optimal permutation strategies, a cla
Reciprocal Trust Mediates Deep Transfer of Learning between Games of Strategic Interaction
Juvina, Ion; Saleem, Muniba; Martin, Jolie M.; Gonzalez, Cleotilde; Lebiere, Christian
2013-01-01
We studied transfer of learning across two games of strategic interaction. We found that the interpersonal relation between two players during and across two games influence development of reciprocal trust and transfer of learning from one game to another. We show that two types of similarities between the games affect transfer: (1) deep…
Dressed coherent states in finite quantum systems: A cooperative game theory approach
Vourdas, A.
2017-01-01
A quantum system with variables in Z(d) is considered. Coherent density matrices and coherent projectors of rank n are introduced, and their properties (e.g., the resolution of the identity) are discussed. Cooperative game theory and in particular the Shapley methodology, is used to renormalize coherent states, into a particular type of coherent density matrices (dressed coherent states). The Q-function of a Hermitian operator, is then renormalized into a physical analogue of the Shapley values. Both the Q-function and the Shapley values, are used to study the relocation of a Hamiltonian in phase space as the coupling constant varies, and its effect on the ground state of the system. The formalism is also generalized for any total set of states, for which we have no resolution of the identity. The dressing formalism leads to density matrices that resolve the identity, and makes them practically useful.
A quantum protocol to win the graph colouring game on all Hadamard graphs
Avis, D; Kikuchi, Y; Sasaki, Y; Avis, David; Hasegawa, Jun; Kikuchi, Yosuke; Sasaki, Yuuya
2005-01-01
This paper deals with graph colouring games, an example of pseudo-telepathy, in which two provers can convince a verifier that a graph $G$ is $c$-colourable where $c$ is less than the chromatic number of the graph. They win the game if they convince the verifier. It is known that the players cannot win if they share only classical information, but they can win in some cases by sharing entanglement. The smallest known graph where the players win in the quantum setting, but not in the classical setting, was found by Galliard, Tapp and Wolf and has 32,768 vertices. It is a connected component of the Hadamard graph $G_N$ with $N=c=16$. Their protocol applies only to Hadamard graphs where $N$ is a power of 2. We propose a protocol that applies to all Hadamard graphs. Combined with a result of Frankl, this shows that the players can win on any induced subgraph of $G_{12}$ having 1609 vertices, with $c=12$. Combined with a result of Frankl and Rodl, our result shows that all sufficiently large Hadamard graphs yield ...
Monomial strategies for concurrent reachability games and other stochastic games
DEFF Research Database (Denmark)
Frederiksen, Søren Kristoffer Stiil; Miltersen, Peter Bro
2013-01-01
We consider two-player zero-sum finite (but infinite-horizon) stochastic games with limiting average payoffs. We define a family of stationary strategies for Player I parameterized by ε > 0 to be monomial, if for each state k and each action j of Player I in state k except possibly one action, we...
Interference of Quantum Market Strategies
Piotrowski, E W; Syska, J
2003-01-01
Recent development in quantum computation and quantum information theory allows to extend the scope of game theory for the quantum world. The paper is devoted to the analysis of interference of quantum strategies in quantum market games.
A Memory-Based Approach to Two-Player Texas Hold'em
Rubin, Jonathan; Watson, Ian
A Case-Based Reasoning system, nicknamed SARTRE, that uses a memory-based approach to play two-player, limit Texas Hold'em is introduced. SARTRE records hand histories from strong players and attempts to re-use this information to handle novel situations. SARTRE'S case features and their representations are described, followed by the results obtained when challenging a world-class computerised opponent. Our experimental methodology attempts to address how well SARTRE'S performance can approximate the performance of the expert player, who SARTRE originally derived the experience-base from.
Pebble games with algebraic rules
Dawar, Anuj
2012-01-01
We define a general framework of partition games for formulating two-player pebble games over finite structures. We show that one particular such game, which we call the invertible-map game, yields a family of polynomial-time approximations of graph isomorphism that is strictly stronger than the well-known Weisfeiler-Lehman method. The general framework we introduce includes as special cases the pebble games for finite-variable logics with and without counting. It also includes a matrix-equivalence game, introduced here, which characterises equivalence in the finite-variable fragments of matrix-rank logic. We show that the equivalence defined by the invertible-map game is a refinement of the equivalence defined by each of these games for finite-variable logics.
Chatterjee, Krishnendu; Doyen, Laurent
2012-11-02
Energy parity games are infinite two-player turn-based games played on weighted graphs. The objective of the game combines a (qualitative) parity condition with the (quantitative) requirement that the sum of the weights (i.e., the level of energy in the game) must remain positive. Beside their own interest in the design and synthesis of resource-constrained omega-regular specifications, energy parity games provide one of the simplest model of games with combined qualitative and quantitative objectives. Our main results are as follows: (a) exponential memory is sufficient and may be necessary for winning strategies in energy parity games; (b) the problem of deciding the winner in energy parity games can be solved in NP [Formula: see text] coNP; and (c) we give an algorithm to solve energy parity by reduction to energy games. We also show that the problem of deciding the winner in energy parity games is logspace-equivalent to the problem of deciding the winner in mean-payoff parity games, which can thus be solved in NP [Formula: see text] coNP. As a consequence we also obtain a conceptually simple algorithm to solve mean-payoff parity games.
Deterministic Graphical Games Revisited
DEFF Research Database (Denmark)
Andersson, Klas Olof Daniel; Hansen, Kristoffer Arnsfelt; Miltersen, Peter Bro
2012-01-01
Starting from Zermelo’s classical formal treatment of chess, we trace through history the analysis of two-player win/lose/draw games with perfect information and potentially infinite play. Such chess-like games have appeared in many different research communities, and methods for solving them......, such as retrograde analysis, have been rediscovered independently. We then revisit Washburn’s deterministic graphical games (DGGs), a natural generalization of chess-like games to arbitrary zero-sum payoffs. We study the complexity of solving DGGs and obtain an almost-linear time comparison-based algorithm...... for finding optimal strategies in such games. The existence of a linear time comparison-based algorithm remains an open problem....
Deterministic Graphical Games Revisited
DEFF Research Database (Denmark)
Andersson, Klas Olof Daniel; Hansen, Kristoffer Arnsfelt; Miltersen, Peter Bro
2012-01-01
Starting from Zermelo’s classical formal treatment of chess, we trace through history the analysis of two-player win/lose/draw games with perfect information and potentially infinite play. Such chess-like games have appeared in many different research communities, and methods for solving them......, such as retrograde analysis, have been rediscovered independently. We then revisit Washburn’s deterministic graphical games (DGGs), a natural generalization of chess-like games to arbitrary zero-sum payoffs. We study the complexity of solving DGGs and obtain an almost-linear time comparison-based algorithm...... for finding optimal strategies in such games. The existence of a linear time comparison-based algorithm remains an open problem....
Prisoner's Dilemma Applied and in the Classroom: The TV Game Show "Friend or Foe"
Coe, Paul R.; Alonzi, Loreto Peter; Condon, Daniel; Butterworth, William T.
2007-01-01
Prisoner's Dilemma is a common game theory scenario in which two players must choose between acting cooperatively or out of pure self-interest. What a player decides affects not only his own outcome but also that of the other player. "Friend or Foe," a TV game show that has appeared on the cable Game Show Network (GSN), places pairs of contestants…
A threshold for the Maker-Breaker clique game
Muller, Tobias; Stojakovic, Milos
2014-01-01
We study the Maker-Breaker k-clique game played on the edge set of the random graph G(n, p). In this game, two players, Maker and Breaker, alternately claim unclaimed edges of G(n, p), until all the edges are claimed. Maker wins if he claims all the edges of a k-clique; Breaker wins otherwise. We de
Social decisions under risk. Evidence from the probabilistic dictator game
M. Krawczyk; F. Le Lec
2008-01-01
This paper reports results of a 'probabilistic dictator game' experiment in which subjects had to allocate chances to win a prize between themselves and a dummy player. We have manipulated (within subjects) two aspects of the game: the relative values of the prizes (being equal for the two players,
Mobile Rhythmic Interaction in a Sonic Tennis Game
DEFF Research Database (Denmark)
Baldan, Stefano; Götzen, Amalia De; Serafin, Stefania
2013-01-01
This paper presents a game for mobile devices which simulates a tennis match between two players. It is an audio-based game, so the majority of information and feedback to the user is given through sound instead of being displayed on a screen. As users are not requested to keep their eyes......) and sighted users....
Discounting in Games across Time Scales
Directory of Open Access Journals (Sweden)
Krishnendu Chatterjee
2010-06-01
Full Text Available We introduce two-level discounted games played by two players on a perfect-information stochastic game graph. The upper level game is a discounted game and the lower level game is an undiscounted reachability game. Two-level games model hierarchical and sequential decision making under uncertainty across different time scales. We show the existence of pure memoryless optimal strategies for both players and an ordered field property for such games. We show that if there is only one player (Markov decision processes, then the values can be computed in polynomial time. It follows that whether the value of a player is equal to a given rational constant in two-level discounted games can be decided in NP intersected coNP. We also give an alternate strategy improvement algorithm to compute the value.
Discounting in Games across Time Scales
Chatterjee, Krishnendu; 10.4204/EPTCS.25.6
2010-01-01
We introduce two-level discounted games played by two players on a perfect-information stochastic game graph. The upper level game is a discounted game and the lower level game is an undiscounted reachability game. Two-level games model hierarchical and sequential decision making under uncertainty across different time scales. We show the existence of pure memoryless optimal strategies for both players and an ordered field property for such games. We show that if there is only one player (Markov decision processes), then the values can be computed in polynomial time. It follows that whether the value of a player is equal to a given rational constant in two-level discounted games can be decided in NP intersected coNP. We also give an alternate strategy improvement algorithm to compute the value.
Adaptation and complexity in repeated games
DEFF Research Database (Denmark)
Maenner, Eliot Alexander
2008-01-01
The paper presents a learning model for two-player infinitely repeated games. In an inference step players construct minimally complex inferences of strategies based on observed play, and in an adaptation step players choose minimally complex best responses to an inference. When players randomly ...
Ozdemir, S K; Imoto, N; Ozdemir, Sahin Kaya; Shimamura, Junichi; Imoto, Nobuyuki
2004-01-01
Effects of a corrupt source on the dynamics of simultaneous move strategic games are analyzed both for classical and quantum settings. The corruption rate dependent changes in the payoffs and strategies of the players are observed. It is shown that there is a critical corruption rate at which the players lose their quantum advantage, and that the classical strategies are more robust to the corruption in the source. Moreover, it is understood that the information on the corruption rate of the source may help the players choose their optimal strategy for resolving the dilemma and increase their payoffs. The study is carried out in two different corruption scenarios for Prisoner's Dilemma, Samaritan's Dilemma, and Battle of Sexes.
Okasha, S; Martens, J
2016-03-01
Hamilton's original work on inclusive fitness theory assumed additivity of costs and benefits. Recently, it has been argued that an exact version of Hamilton's rule for the spread of a pro-social allele (rb > c) holds under nonadditive pay-offs, so long as the cost and benefit terms are defined as partial regression coefficients rather than pay-off parameters. This article examines whether one of the key components of Hamilton's original theory can be preserved when the rule is generalized to the nonadditive case in this way, namely that evolved organisms will behave as if trying to maximize their inclusive fitness in social encounters. © 2015 European Society For Evolutionary Biology. Journal of Evolutionary Biology © 2015 European Society For Evolutionary Biology.
Complex dynamics in learning complicated games
Galla, Tobias
2011-01-01
Game theory is the standard tool used to model strategic interactions in evolutionary biology and social science. Traditional game theory studies the equilibria of simple games. But is traditional game theory applicable if the game is complicated, and if not, what is? We investigate this question here, defining a complicated game as one with many possible moves, and therefore many possible payoffs conditional on those moves. We investigate two-person games in which the players learn based on experience. By generating games at random we show that under some circumstances the strategies of the two players converge to fixed points, but under others they follow limit cycles or chaotic attractors. The dimension of the chaotic attractors can be very high, implying that the dynamics of the strategies are effectively random. In the chaotic regime the payoffs fluctuate intermittently, showing bursts of rapid change punctuated by periods of quiescence, similar to what is observed in fluid turbulence and financial marke...
Solving Simple Stochastic Games with Few Random Vertices
Gimbert, Hugo; Horn, Florian
2007-01-01
Simple stochastic games are two-player zero-sum stochastic games with turn-based moves, perfect information, and reachability winning conditions. We present two new algorithms computing the values of simple stochastic games. Both of them rely on the existence of optimal permutation strategies, a class of positional strategies derived from permutations of the random vertices. The "permutation-enumeration" algorithm performs an exhaustive search among these strategies, while the "permutation-im...
Quantum entanglement in non-local games, graph parameters and zero-error information theory
Scarpa, G.
2013-01-01
We study quantum entanglement and some of its applications in graph theory and zero-error information theory. In Chapter 1 we introduce entanglement and other fundamental concepts of quantum theory. In Chapter 2 we address the question of how much quantum correlations generated by entanglement can d
Energy Games in Multiweighted Automata
DEFF Research Database (Denmark)
Fahrenberg, U.; Juhl, L.; Larsen, Kim Guldstrand;
2011-01-01
Energy games have recently attracted a lot of attention. These are games played on finite weighted automata and concern the existence of infinite runs subject to boundary constraints on the accumulated weight, allowing e.g only for behaviours where a resource is always available (nonnegative...... accumulated weight), yet does not exceed a given maximum capacity. We extend energy games to a multiweighted and parameterized setting, allowing us to model systems with multiple quantitative aspects. We present reductions between Petri nets and multiweighted automata and among different types...... of multiweighted automata and identify new complexity and (un)decidability results for both one- and two-player games. We also investigate the tractability of an extension of multiweighted energy games in the setting of timed automata....
Knowledge Formation and Inter-Game Transfer With Classical and Quantum Physics
Pedersen, Mads Kock; Lieberoth, Andreas; Sherson, Jacob
2016-01-01
In order to facilitate an intuitive understanding of classical physics concepts we have developed Potential Penguin - a game where players manipulate the landscape around a sliding penguin in order to control its movement. The learning goal of Potential Penguin is to familiarize players with kinetic energy and potential energy - the energies associated with movement and position in the landscape respectively. The game levels introduce the concepts one by one, as players are tasked with sliding the penguin through a landscape towards a specific location, while keeping the velocity under control. When the player manipulates the landscape, the potential energy of the penguin is changed, which determines the penguin's movement. To build a strong connection between theory and game the analytical expressions for kinetic and potential energy are displayed during play with font sizes continually growing and shrinking according to changes in each energy type. With Potential Penguin we hope to study whether visualizing...
Zaibidi, Nerda Zura; Ibrahim, Adyda; Abidin, Norhaslinda Zainal
2014-12-01
A considerable number of studies have been conducted to study fairness issues using two-player game. Dictator Game is one of the two-player games that receive much attention. In this paper, we develop an evolutionary approach to the Dictator Game by using Goal programming to build a model of human decision-making for cooperation. The model is formulated based on the theories of cognitive neuroscience that is capable in capturing a more realistic fairness concerns between players in the games. We show that fairness will evolve by taking into account players' aspirations and preferences explicitly in terms of profit and fairness concerns. The model is then simulated to investigate any possible effective strategy for people in economics to deal with fairness coalition. Parallels are drawn between the approach and concepts of human decision making from the field of cognitive neuroscience and psychology. The proposed model is also able to help decision makers to plan or enhance the effective strategies for business purposes.
Game Refinement Relations and Metrics
de Alfaro, Luca; Raman, Vishwanath; Stoelinga, Mariëlle
2008-01-01
We consider two-player games played over finite state spaces for an infinite number of rounds. At each state, the players simultaneously choose moves; the moves determine a successor state. It is often advantageous for players to choose probability distributions over moves, rather than single moves. Given a goal, for example, reach a target state, the question of winning is thus a probabilistic one: what is the maximal probability of winning from a given state? On these game structures, two fundamental notions are those of equivalences and metrics. Given a set of winning conditions, two states are equivalent if the players can win the same games with the same probability from both states. Metrics provide a bound on the difference in the probabilities of winning across states, capturing a quantitative notion of state similarity. We introduce equivalences and metrics for two-player game structures, and we show that they characterize the difference in probability of winning games whose goals are expressed in the...
Altruistic Contents of Quantum Prisoner's Dilemma
Cheon, T
2005-01-01
We examine the classical contents of quantum games. It is shown that a quantum strategy can be interpreted as a classical strategies with effective density-dependent game matrices composed of transposed matrix elements. In particular, successful quantum strategies in dilemma games are interpreted in terms of a symmetrized game matrix that corresponds to an altruistic game plan.
Average-Time Games on Timed Automata
Jurdzinski, Marcin; Trivedi, Ashutosh
2009-01-01
An average-time game is played on the infinite graph of configurations of a finite timed automaton. The two players, Min and Max, construct an infinite run of the automaton by taking turns to perform a timed transition. Player Min wants to minimise the average time per transition and player Max wants to maximise it. A solution of average-time games is presented using a reduction to average-price game on a finite graph. A direct consequence is an elementary proof of determinacy for average-tim...
Esteban Guevara
2006-01-01
The relationships between game theory and quantum mechanics let us propose certain quantization relationships through which we could describe and understand not only quantum but also classical, evolutionary and the biological systems that were described before through the replicator dynamics. Quantum mechanics could be used to explain more correctly biological and economical processes and even it could encloses theories like games and evolutionary dynamics. This could make quantum mechanics a...
Beneficial long communication in the multiplayer electronic mail game
De Jaegher, K.J.M.
2015-01-01
In the two-player electronic mail game (EMG), as is well-known, the probability of collective action is lower the more confirmations and reconfirmations are made available to players. In the multiplayer EMG, however, we show players may coordinate on equilibria where they require only few of the
Mathematical games, abstract games
Neto, Joao Pedro
2013-01-01
User-friendly, visually appealing collection offers both new and classic strategic board games. Includes abstract games for two and three players and mathematical games such as Nim and games on graphs.
Fast algorithms for finding proper strategies in game trees
DEFF Research Database (Denmark)
Miltersen, Peter Bro; Sørensen, Troels Bjerre
2008-01-01
We show how to find a normal form proper equilibrium in behavior strategies of a given two-player zero-sum extensive form game with imperfect information but perfect recall. Our algorithm solves a finite sequence of linear programs and runs in polynomial time. For the case of a perfect informatio...... game, we show how to find a normal form proper equilibrium in linear time by a simple backwards induction procedure....
Zero-determinant strategies in iterated multi-strategy games
Jin-Li Guo
2014-01-01
Self-serving, rational agents sometimes cooperate to their mutual benefit. The two-player iterated prisoner's dilemma game is a model for including the emergence of cooperation. It is generally believed that there is no simple ultimatum strategy which a player can control the return of the other participants. The recent discovery of the powerful class of zero-determinant strategies in the iterated prisoner's dilemma dramatically expands our understanding of the classic game by uncovering stra...
Mobile Rhythmic Interaction in a Sonic Tennis Game
DEFF Research Database (Denmark)
Baldan, Stefano; Götzen, Amalia De; Serafin, Stefania
2013-01-01
This paper presents a game for mobile devices which simulates a tennis match between two players. It is an audio-based game, so the majority of information and feedback to the user is given through sound instead of being displayed on a screen. As users are not requested to keep their eyes...... on the display, the device can be used as a motion-based controller, exploiting its internal motion sensors to their full potential. The game aims to be useful for both entertainment and educational purposes, and enjoyable both by visually-impaired (the main target audience for audio-based games nowadays...
Recursive Concurrent Stochastic Games
Etessami, Kousha
2008-01-01
We study Recursive Concurrent Stochastic Games (RCSGs), extending our recent analysis of recursive simple stochastic games [16,17] to a concurrent setting where the two players choose moves simultaneously and independently at each state. For multi-exit games, our earlier work already showed undecidability for basic questions like termination, thus we focus on the important case of single-exit RCSGs (1-RCSGs). We first characterize the value of a 1-RCSG termination game as the least fixed point solution of a system of nonlinear minimax functional equations, and use it to show PSPACE decidability for the quantitative termination problem. We then give a strategy improvement technique, which we use to show that player 1 (maximizer) has \\epsilon-optimal randomized Stackless & Memoryless (r-SM) strategies for all \\epsilon > 0, while player 2 (minimizer) has optimal r-SM strategies. Thus, such games are r-SM-determined. These results mirror and generalize in a strong sense the randomized memoryless determinacy r...
Merging the virtual and the real: A collaborative cross-reality game
Bergs, Jessica; Livingstone, Daniel; Loranger, Brian
2016-01-01
In this paper, we present a collaborative cross-reality game for two players, Lab2, which blends tangible board game and immersive virtual reality playing spaces in a gameplay that aims to promote and train collaborative behaviour. As collaborative learning has been stressed as an effective teaching method for many years, Lab2 could assist learners in exploring and further developing their collaborative skills in a playful manner. One player controls a physical game board showing a moveable m...
Directory of Open Access Journals (Sweden)
Benjamin Aminof
2014-04-01
Full Text Available First cycle games (FCG are played on a finite graph by two players who push a token along the edges until a vertex is repeated, and a simple cycle is formed. The winner is determined by some fixed property Y of the sequence of labels of the edges (or nodes forming this cycle. These games are traditionally of interest because of their connection with infinite-duration games such as parity and mean-payoff games. We study the memory requirements for winning strategies of FCGs and certain associated infinite duration games. We exhibit a simple FCG that is not memoryless determined (this corrects a mistake in \\it Memoryless determinacy of parity and mean payoff games: a simple proof by Björklund, Sandberg, Vorobyov (2004 that claims that FCGs for which Y is closed under cyclic permutations are memoryless determined. We show that Θ(n! memory (where n is the number of nodes in the graph, which is always sufficient, may be necessary to win some FCGs. On the other hand, we identify easy to check conditions on Y (i.e., Y is closed under cyclic permutations, and both Y and its complement are closed under concatenation that are sufficient to ensure that the corresponding FCGs and their associated infinite duration games are memoryless determined. We demonstrate that many games considered in the literature, such as mean-payoff, parity, energy, etc., satisfy these conditions. On the complexity side, we show (for efficiently computable Y that while solving FCGs is in PSPACE, solving some families of FCGs is PSPACE-hard.
Autocratic strategies for alternating games.
McAvoy, Alex; Hauert, Christoph
2017-02-01
Repeated games have a long tradition in the behavioral sciences and evolutionary biology. Recently, strategies were discovered that permit an unprecedented level of control over repeated interactions by enabling a player to unilaterally enforce linear constraints on payoffs. Here, we extend this theory of "zero-determinant" (or, more generally, "autocratic") strategies to alternating games, which are often biologically more relevant than traditional synchronous games. Alternating games naturally result in asymmetries between players because the first move matters or because players might not move with equal probabilities. In a strictly-alternating game with two players, X and Y, we give conditions for the existence of autocratic strategies for player X when (i) X moves first and (ii) Y moves first. Furthermore, we show that autocratic strategies exist even for (iii) games with randomly-alternating moves. Particularly important categories of autocratic strategies are extortionate and generous strategies, which enforce unfavorable and favorable outcomes for the opponent, respectively. We illustrate these strategies using the continuous Donation Game, in which a player pays a cost to provide a benefit to the opponent according to a continuous cooperative investment level. Asymmetries due to alternating moves could easily arise from dominance hierarchies, and we show that they can endow subordinate players with more autocratic strategies than dominant players.
Game and Information Theory Analysis of Electronic Counter Measures in Pursuit-Evasion Games
Energy Technology Data Exchange (ETDEWEB)
Griffin, Christopher H [ORNL
2008-01-01
Two-player Pursuit-Evasion games in the literature typically either assume both players have perfect knowledge of the opponent s positions or use primitive sensing models. This unrealistically skews the problem in favor of the pursuer who need only maintain a faster velocity at all turning radii. In real life, an evader usually escapes when the pursuer no longer knows the evader s position. In our previous work, we modeled pursuit-evasion without perfect information as a two-player bi-matrix game by using a realistic sensor model and information theory to compute game theoretic payoff matrices. That game has a saddle point when the evader uses strategies that exploit sensor limitations, while the pursuer relies on strategies that ignore the sensing limitations. In this paper, we consider for the first time the effect of many types of electronic counter measures (ECM) on pursuit evasion games. The evader s decision to initiate its ECM is modeled as a function of the distance between the players. Simulations show how to find optimal strategies for ECM use when initial conditions are known. We also discuss the effectiveness of different ECM technologies in pursuit-evasion games.
Iqbal, A.; Toor, A. H.
2002-03-01
We investigate the role of quantum mechanical effects in the central stability concept of evolutionary game theory, i.e., an evolutionarily stable strategy (ESS). Using two and three-player symmetric quantum games we show how the presence of quantum phenomenon of entanglement can be crucial to decide the course of evolutionary dynamics in a population of interacting individuals.
Lossy Channel Games under Incomplete Information
Directory of Open Access Journals (Sweden)
Rayna Dimitrova
2013-03-01
Full Text Available In this paper we investigate lossy channel games under incomplete information, where two players operate on a finite set of unbounded FIFO channels and one player, representing a system component under consideration operates under incomplete information, while the other player, representing the component's environment is allowed to lose messages from the channels. We argue that these games are a suitable model for synthesis of communication protocols where processes communicate over unreliable channels. We show that in the case of finite message alphabets, games with safety and reachability winning conditions are decidable and finite-state observation-based strategies for the component can be effectively computed. Undecidability for (weak parity objectives follows from the undecidability of (weak parity perfect information games where only one player can lose messages.
Three is a crowd – inefficient communication in the multi-player electronic mail game
de Jaegher, K.; Rosenkranz, S.
2009-01-01
In a two-player stag hunt with asymmetric information, players may lock each other into requiring a large number of confirmations and confirmations of confirmations from one another before eventually acting. This intuition has been formalized in the electronic mail game (EMG). The literature provide
What Eye Movements Can Tell about Theory of Mind in a Strategic Game
Meijering, Ben; van Rijn, Hedderik; Taatgen, Niels A.; Verbrugge, Rineke
2012-01-01
This study investigates strategies in reasoning about mental states of others, a process that requires theory of mind. It is a first step in studying the cognitive basis of such reasoning, as strategies affect tradeoffs between cognitive resources. Participants were presented with a two-player game
Beneficial Long Communication in the Multi-Player Electronic Mail Game
De Jaegher, K.J.M.
2015-01-01
In the two-player electronic mail game (EMG), as is well-known, the probability of collective action is lower the more confirmations and re-confirmations are made available to players. In the multi-player EMG, however, as we show players may coordinate on equilibria where they require only few of
Three is a crowd – inefficient communication in the multi-player electronic mail game
de Jaegher, K.|info:eu-repo/dai/nl/304836842; Rosenkranz, S.|info:eu-repo/dai/nl/157222241
In a two-player stag hunt with asymmetric information, players may lock each other into requiring a large number of confirmations and confirmations of confirmations from one another before eventually acting. This intuition has been formalized in the electronic mail game (EMG). The literature
By-product mutualism and the ambiguous effects of harsher environments - A game-theoretic model
De Jaegher, Kris; Hoyer, Britta
2016-01-01
We construct two-player two-strategy game-theoretic models of by-product mutualism, where our focus lies on the way in which the probability of cooperation among players is affected by the degree of adversity facing the players. In our first model, cooperation consists of the production of a public
Stochastic Switching Games and Duopolistic Competition in Emissions Markets
Ludkovski, Michael
2010-01-01
We study optimal behavior of energy producers under a CO_2 emission abatement program. We focus on a two-player discrete-time model where each producer is sequentially optimizing her emission and production schedules. The game-theoretic aspect is captured through a reduced-form price-impact model for the CO_2 allowance price. Such duopolistic competition results in a new type of a non-zero-sum stochastic switching game on finite horizon. Existence of game Nash equilibria is established through generalization to randomized switching strategies. No uniqueness is possible and we therefore consider a variety of correlated equilibrium mechanisms. We prove existence of correlated equilibrium points in switching games and give a recursive description of equilibrium game values. A simulation-based algorithm to solve for the game values is constructed and a numerical example is presented.
Two Party Pseudo Telepathy Games
Chakrabarty, I
2006-01-01
In this work we have introduced two party pseudo telepathy games with respective winning conditions. One cannot win these games deterministically by any kind of classical protocols. Interestingly we find out that in quantum world, these winning conditions can be achieved if the players share an entangled state. We also introduced a game which is impossible to win if the players are form classical world, (both probabilistically and deterministically) yet there exists a perfect quantum strategy by following which, one can attain the winning condition of the game.
Supermodular games and potential games.
Brânzei, R.; Mallozzi, L.; Tijs, S.H.
2003-01-01
Potential games and supermodular games are attractive games, especially because under certain conditions they possess pure Nash equilibria. Subclasses of games with a potential are considered which are also strategically equivalent to supermodular games. The focus is on two-person zero-sum games and two-person Cournot games.
Ranchin, André
2016-01-01
We introduce a new board game based on the ancient Chinese game of Go (Weiqi, Igo, Baduk). The key difference from the original game is that players no longer alternatively play single stones on the board but instead they take turns placing pairs of entangled go stones. A phenomenon of quantum-like collapse occurs when a stone is placed in an intersection directly adjacent to one or more other stones. For each neighboring stone in an entangled pair, each player then chooses which stone of the pair is kept on the board and which stone is removed. The aim of the game is still to surround more territory than the opponent and as the number of stones increases, all the entangled pairs of stones eventually reduce to single stones. Quantum Go provides an interesting and tangible illustration of quantum concepts such as superposition, entanglement and collapse.
Combinatorial Analysis of a Subtraction Game on Graphs
Directory of Open Access Journals (Sweden)
Richard Adams
2016-01-01
Full Text Available We define a two-player combinatorial game in which players take alternate turns; each turn consists of deleting a vertex of a graph, together with all the edges containing such vertex. If any vertex became isolated by a player’s move then it would also be deleted. A player wins the game when the other player has no moves available. We study this game under various viewpoints: by finding specific strategies for certain families of graphs, through using properties of a graph’s automorphism group, by writing a program to look at Sprague-Grundy numbers, and by studying the game when played on random graphs. When analyzing Grim played on paths, using the Sprague-Grundy function, we find a connection to a standing open question about Octal games.
DEFF Research Database (Denmark)
Fetene, Gebeyehu Manie; Kaplan, Sigal; Sebald, Alexander Christopher;
2015-01-01
Upward expectations of future electric vehicle (EV) growth pose the question about the future load on the electricity grid. While the literature on demand side management of EV charging has focused on technical aspects and considered EV-owners as utility maximizers, this study looks at the neglec......Upward expectations of future electric vehicle (EV) growth pose the question about the future load on the electricity grid. While the literature on demand side management of EV charging has focused on technical aspects and considered EV-owners as utility maximizers, this study looks...
Al-Khalili, Jim
2003-01-01
In this lively look at quantum science, a physicist takes you on an entertaining and enlightening journey through the basics of subatomic physics. Along the way, he examines the paradox of quantum mechanics--beautifully mathematical in theory but confoundingly unpredictable in the real world. Marvel at the Dual Slit experiment as a tiny atom passes through two separate openings at the same time. Ponder the peculiar communication of quantum particles, which can remain in touch no matter how far apart. Join the genius jewel thief as he carries out a quantum measurement on a diamond without ever touching the object in question. Baffle yourself with the bizzareness of quantum tunneling, the equivalent of traveling partway up a hill, only to disappear then reappear traveling down the opposite side. With its clean, colorful layout and conversational tone, this text will hook you into the conundrum that is quantum mechanics.
"Need to Know" Versus "Spread the Word": Collective Action in the Multi-Player Electronic Mail Game
de Jaegher, K.|info:eu-repo/dai/nl/304836842
2008-01-01
As shown by Rubinstein (1989, AER), in the two-player electronic mail game, players are better off if the extent to which they can check each other’s information, check each other’s information about each other’s information, etc., is limited. This paper investigates to what extent this result
Supermodular Games and Potential Games
Brânzei, R.; Mallozzi, L.; Tijs, S.H.
2001-01-01
Potential games and supermodular games are attractive games, especially because under certain conditions they possess pure Nash equilibria. Subclasses of games with a potential are considered which are also strategically equivalent to supermodular games. The focus is on two-person zero-sum games and
Supermodular Games and Potential Games
Brânzei, R.; Mallozzi, L.; Tijs, S.H.
2001-01-01
Potential games and supermodular games are attractive games, especially because under certain conditions they possess pure Nash equilibria. Subclasses of games with a potential are considered which are also strategically equivalent to supermodular games. The focus is on two-person zero-sum games and
Opacity Issues in Games with Imperfect Information
Directory of Open Access Journals (Sweden)
Bastien Maubert
2011-06-01
Full Text Available We study in depth the class of games with opacity condition, which are two-player games with imperfect information in which one of the players only has imperfect information, and where the winning condition relies on the information he has along the play. Those games are relevant for security aspects of computing systems: a play is opaque whenever the player who has imperfect information never "knows" for sure that the current position is one of the distinguished "secret" positions. We study the problems of deciding the existence of a winning strategy for each player, and we call them the opacity-violate problem and the opacity-guarantee problem. Focusing on the player with perfect information is new in the field of games with imperfect-information because when considering classical winning conditions it amounts to solving the underlying perfect-information game. We establish the EXPTIME-completeness of both above-mentioned problems, showing that our winning condition brings a gap of complexity for the player with perfect information, and we exhibit the relevant opacity-verify problem, which noticeably generalizes approaches considered in the literature for opacity analysis in discrete-event systems. In the case of blindfold games, this problem relates to the two initial ones, yielding the determinacy of blindfold games with opacity condition and the PSPACE-completeness of the three problems.
Makowski, M; Makowski, Marcin; Piotrowski, Edward W.
2005-01-01
We study a quantum version of the sequential game illustrating problems connected with making rational decisions. We compare the results that the two models (quantum and classical) yield. In the quantum model intransitivity gains importance significantly. We argue that the quantum model describes our spontaneously shown preferences more precisely than the classical model, as these preferences are often intransitive.
N-person game theory concepts and applications
Rapoport, Anatol
2013-01-01
N-person game theory provides a logical framework for analyzing contests in which there are more than two players or sets of conflicting interests-anything from a hand of poker to the tangled web of international relations. In this sequel to his Two-Person Game Theory, Dr. Rapoport provides a fascinating and lucid introduction to the theory, geared towards readers with little mathematical background but with an appetite for rigorous analysis.Following an introduction to the necessary mathematical notation (mainly set theory), in Part I the author presents basic concepts and models, including
A Game Theory Approach for Product Specialization in International Trade
Directory of Open Access Journals (Sweden)
Ioana-Veronica ALEXA
2011-11-01
Full Text Available Game theory, in its most basic form, considers two players and analyses the different strategies that they can use and the effect that these strategies will have on each player. International trade allows countries to use better their resources (labor, technology or capital. Since countries have different capital or natural resources, some of them will produce a good more efficiently than others and therefore could sell it cheaper than other countries. By using game theory in international trade we could determine if the H-O-S model is correct and what would be the best specialization for each country.
The shortest game of Chinese Checkers and related problems
Bell, George I.
2008-01-01
In 1979, David Fabian found a complete game of two-person Chinese Checkers in 30 moves (15 by each player) [Martin Gardner, Penrose Tiles to Trapdoor Ciphers, MAA, 1997]. This solution requires that the two players cooperate to generate a win as quickly as possible for one of them. We show, using computational search techniques, that no shorter game is possible. We also consider a solitaire version of Chinese Checkers where one player attempts to move her pieces across the board in as few mov...
Fabac, Robert; Radošević, Danijel; Magdalenić, Ivan
2014-01-01
When considering strategic games from the conceptual perspective that focuses on the questions of participants' decision-making rationality, the very issues of modelling and simulation are rarely discussed. The well-known Rational Pigs matrix game has been relatively intensively analyzed in terms of reassessment of the logic of two players involved in asymmetric situations as gluttons that differ significantly by their attributes. This paper presents a successful attempt of using autogenerator for creating the framework of the game, including the predefined scenarios and corresponding payoffs. Autogenerator offers flexibility concerning the specification of game parameters, which consist of variations in the number of simultaneous players and their features and game objects and their attributes as well as some general game characteristics. In the proposed approach the model of autogenerator was upgraded so as to enable program specification updates. For the purpose of treatment of more complex strategic scenarios, we created the Rational Pigs Game Extended (RPGE), in which the introduction of a third glutton entails significant structural changes. In addition, due to the existence of particular attributes of the new player, "the tramp," one equilibrium point from the original game is destabilized which has an influence on the decision-making of rational players.
Friedman, Avner
2006-01-01
This volume lays the mathematical foundations for the theory of differential games, developing a rigorous mathematical framework with existence theorems. It begins with a precise definition of a differential game and advances to considerations of games of fixed duration, games of pursuit and evasion, the computation of saddle points, games of survival, and games with restricted phase coordinates. Final chapters cover selected topics (including capturability and games with delayed information) and N-person games.Geared toward graduate students, Differential Games will be of particular interest
Makedon, Alexander
A philosophical analysis of play and games is undertaken in this paper. Playful gaming, which is shown to be a synthesis of play and games, is utilized as a category for undertaking the examination of play and games. The significance of playful gaming to education is demonstrated through analyses of Plato's, Dewey's, Sartre's, and Marcuse's…
Quantum gambling using mesoscopic ring qubits
Pakuła, Ireneusz
2007-07-01
Quantum Game Theory provides us with new tools for practising games and some other risk related enterprices like, for example, gambling. The two party gambling protocol presented by Goldenberg {\\it et al} is one of the simplest yet still hard to implement applications of Quantum Game Theory. We propose potential physical realisation of the quantum gambling protocol with use of three mesoscopic ring qubits. We point out problems in implementation of such game.
Quantum equilibria for macroscopic systems
Energy Technology Data Exchange (ETDEWEB)
Grib, A [Department of Theoretical Physics and Astronomy, Russian State Pedagogical University, St. Petersburg (Russian Federation); Khrennikov, A [Centre for Mathematical Modelling in Physics and Cognitive Sciences Vaexjoe University (Sweden); Parfionov, G [Department of Mathematics, St. Petersburg State University of Economics and Finances (Russian Federation); Starkov, K [Department of Mathematics, St. Petersburg State University of Economics and Finances (Russian Federation)
2006-06-30
Nash equilibria are found for some quantum games with particles with spin-1/2 for which two spin projections on different directions in space are measured. Examples of macroscopic games with the same equilibria are given. Mixed strategies for participants of these games are calculated using probability amplitudes according to the rules of quantum mechanics in spite of the macroscopic nature of the game and absence of Planck's constant. A possible role of quantum logical lattices for the existence of macroscopic quantum equilibria is discussed. Some examples for spin-1 cases are also considered.
Evolution of Fairness in the Not Quite Ultimatum Game
Ichinose, Genki
2014-01-01
The Ultimatum Game (UG) is an economic game where two players decide how to split a certain amount of money. One player (proposer) makes only one offer to the other player (responder). If the responder accepts the offer, the money will be split between them accordingly, but if not, neither receives anything. Although making minimal offers and accepting any offers is the most rational choice in UG, human subjects tend to behave more fairly in experiments. Previous studies suggested that extra information such as reputation or empathy is needed for fairness to evolve in UG. Here we show that fairness can evolve without additional information if the game is probabilistic, which we call the Not Quite Ultimatum Game (NQUG). In NQUG, players make decisions probabilistically and may continue interactions when the offer is rejected. These simple extensions greatly promote evolution of fairness in both proposers' offers and responders' acceptance thresholds.
Convex Games versus Clan Games
Brânzei, R.; Dimitrov, D.A.; Tijs, S.H.
2006-01-01
In this paper we provide characterizations of convex games and total clan games by using properties of their corresponding marginal games.We show that a "dualize and restrict" procedure transforms total clan games with zero worth for the clan into monotonic convex games.Furthermore, each monotonic
Game-based Research Collaboration adapted to Science Education
DEFF Research Database (Denmark)
Magnussen, Rikke; Damgaard Hansen, Sidse; Grønbæk, Kaj
2012-01-01
This paper presents prospects for adapting scientific discovery games to science education. In the paper a prototype of The Quantum Computing Game is presented as a working example of adapting game-based research collaboration to physics education. The game concept is the initial result of a thre...... on a discussion of the concrete development of the Quantum Computing Game, the aim of this paper is to open a broader discussion of the potentials and implications of developing this class of games for new types of innovative science education....
Institute of Scientific and Technical Information of China (English)
刘金江; 刘峰
2011-01-01
提出一种基于博弈论的多目标量子粒子群算法.算法中将每个目标函数看成是一个智能体,智能体控制种群往自己最有利的方向进行搜索,然后将它看成是参与博弈的一个参与人.采用存在一个博弈序列的重复博弈模型,在重复博弈中,并不是每次博弈都产生最大效益,而是要总的效益最大化.将算法用于求解多目标0/1背包问题.仿真实验结果表明,该算法能够找到接近Pareto最优前端的更好的解,同时维持解分布的均匀性.%This paper presents a multi-objective quantum Particle Swarm Optimization(PSO) based on game theory.The algorithm for each objective function will be seen as an agent,agent to control the populations of the direction of their most advantageous to search, and then participate in it as a game participant.With the existence of a sequence games of repeated game model,in repeated game,not every game has produced the maximum benefit,but to the overall maximum benefit.And the algorithm is solving multi-objective 0/1 knapsack problem.The simulation results show that this algorithm can be found near the Pareto optimal front of a better solution,while maintaining the uniformity of the distribution solution.
Bakkes, S.; Tan, C.T.; Pisan, Y.
2012-01-01
This article focuses on personalised games, which we define as games that utilise player models for the purpose of tailoring the game experience to the individual player. The main contribution of the article is a motivation for personalised gaming, supported by an extensive overview of scientific li
DEFF Research Database (Denmark)
Game Theory is a collection of short interviews based on 5 questions presented to some of the most influential and prominent scholars in game theory. We hear their views on game theory, its aim, scope, use, the future direction of game theory and how their work fits in these respects....
DEFF Research Database (Denmark)
Seif El-Nasr, Magy; Drachen, Anders; Canossa, Alessandro
2013-01-01
Game Analytics has gained a tremendous amount of attention in game development and game research in recent years. The widespread adoption of data-driven business intelligence practices at operational, tactical and strategic levels in the game industry, combined with the integration of quantitative...
Graph sharing games: complexity and connectivity
Cibulka, Josef; Mészáros, Viola; Stolař, Rudolf; Valtr, Pavel
2012-01-01
We study the following combinatorial game played by two players, Alice and Bob, which generalizes the Pizza game considered by Brown, Winkler and others. Given a connected graph G with nonnegative weights assigned to its vertices, the players alternately take one vertex of G in each turn. The first turn is Alice's. The vertices are to be taken according to one (or both) of the following two rules: (T) the subgraph of G induced by the taken vertices is connected during the whole game, (R) the subgraph of G induced by the remaining vertices is connected during the whole game. We show that if rules (T) and/or (R) are required then for every epsilon > 0 and for every positive integer k there is a k-connected graph G for which Bob has a strategy to obtain (1-epsilon) of the total weight of the vertices. This contrasts with the original Pizza game played on a cycle, where Alice is known to have a strategy to obtain 4/9 of the total weight. We show that the problem of deciding whether Alice has a winning strategy (i...
Directory of Open Access Journals (Sweden)
Kevin Curran
2005-01-01
Full Text Available Computer gaming is a medium by which we can entertain ourselves, a medium that has expanded to the online worldwide market as part as globalization. The growth of online gaming has close ties with the use of broadband, as a good online gaming experience requires a broadband connection. Through online gaming, people can play and communicate with each other freely in almost any country, at any given time. This paper examines the phenomenon of online gaming.
Three is a crowd – inefficient communication in the multi-player electronic mail game
Jaegher, K. De; Rosenkranz, S.
2009-01-01
In a two-player stag hunt with asymmetric information, players may lock each other into requiring a large number of confirmations and confirmations of confirmations from one another before eventually acting. This intuition has been formalized in the electronic mail game (EMG). The literature provides extensions on the EMG that eliminate inefficient equilibria, suggesting that no formal rules are needed to prevent players from playing inefficiently. The present paper investigates whether these...
On the Effect of Quantum Noise in a Quantum-Relativistic Prisoner's Dilemma Cellular Automaton
Alonso-Sanz, Ramón; Situ, Haozhen
2016-12-01
The disrupting effect of quantum noise on the dynamics of a spatial quantum relativistic formulation of the iterated prisoner's dilemma game with variable entangling is studied in this work. The game is played in the cellular automata manner, i.e., with local and synchronous interaction. The game is assessed in fair and unfair contests.
Discrete-time optimal control and games on large intervals
Zaslavski, Alexander J
2017-01-01
Devoted to the structure of approximate solutions of discrete-time optimal control problems and approximate solutions of dynamic discrete-time two-player zero-sum games, this book presents results on properties of approximate solutions in an interval that is independent lengthwise, for all sufficiently large intervals. Results concerning the so-called turnpike property of optimal control problems and zero-sum games in the regions close to the endpoints of the time intervals are the main focus of this book. The description of the structure of approximate solutions on sufficiently large intervals and its stability will interest graduate students and mathematicians in optimal control and game theory, engineering, and economics. This book begins with a brief overview and moves on to analyze the structure of approximate solutions of autonomous nonconcave discrete-time optimal control Lagrange problems.Next the structures of approximate solutions of autonomous discrete-time optimal control problems that are discret...
LP formulation of asymmetric zero-sum stochastic games
Li, Lichun
2014-12-15
This paper provides an efficient linear programming (LP) formulation of asymmetric two player zero-sum stochastic games with finite horizon. In these stochastic games, only one player is informed of the state at each stage, and the transition law is only controlled by the informed player. Compared with the LP formulation of extensive stochastic games whose size grows polynomially with respect to the size of the state and the size of the uninformed player\\'s actions, our proposed LP formulation has its size to be linear with respect to the size of the state and the size of the uninformed player, and hence greatly reduces the computational complexity. A travelling inspector problem is used to demonstrate the efficiency of the proposed LP formulation.
A Faster Algorithm for Solving One-Clock Priced Timed Games
DEFF Research Database (Denmark)
Hansen, Thomas Dueholm; Ibsen-Jensen, Rasmus; Miltersen, Peter Bro
2013-01-01
previously known time bound for solving one-clock priced timed games was 2O(n2+m) , due to Rutkowski. For our improvement, we introduce and study a new algorithm for solving one-clock priced timed games, based on the sweep-line technique from computational geometry and the strategy iteration paradigm from......One-clock priced timed games is a class of two-player, zero-sum, continuous-time games that was defined and thoroughly studied in previous works. We show that one-clock priced timed games can be solved in time m 12 n n O(1), where n is the number of states and m is the number of actions. The best...
Superparasitism as a differential game.
Hamelin, Frédéric; Bernhard, Pierre; Wajnberg, Eric
2007-11-01
Superparasitism refers to a female parasitoid laying an egg in a host already parasitized by a conspecific. In solitary species, only one offspring per host is expected to complete development, hence the game. Hosts are often clumped in patches and several females exploiting such an aggregate of resource make its state change over time, hence the dynamical character of the game. Two coupled questions arise: (i) Is it worth accepting a parasitized host? (ii) When to leave the host patch? Through these decisions (i) the competition for healthy hosts and (ii) the trade-off between leaving in quest of a better patch and staying to make the patch less profitable for other parasitoids (this is a way to lower superparasitism likely to occur after having left the patch) are addressed. The aim of this work is to characterize a strategy that would be evolutionarily relevant in such a situation, as it directly concerns females' reproductive success. Investigating a (synchronous) nonzero-sum two-player differential game allows us to characterize candidate dynamic evolutionarily stable policies in terms of both oviposition and patch-leaving decisions. For that matter, the game is (in the most part of the parameter space) completely solved if the probability that superparasitism succeeds is assumed to be close to one-half, a fair value under direct competition. The strategic equilibrium consists, for each females, in (i) superparasitizing consistently upon arrival on the patch, and (ii) leaving when the loss of fitness due to superparasitism likely to occur after its departure is reduced to zero. The competing females are thus expected to leave the patch as they arrived: synchronously. Superparasitism does not necessarily lead to a war of attrition.
Writerly Gaming: Political Gaming
DEFF Research Database (Denmark)
Andersen, Christian Ulrik
2007-01-01
software for private entertainment (looking/feeling real) or they can be pragmatic software used for training of professionals (affecting soldiers’, pilots’, etc. perception of the real). A third, and less debated game-reality relationship, based on public awareness and typically a socio-political agenda...
Zero-Determinant Strategies in Iterated Public Goods Game.
Pan, Liming; Hao, Dong; Rong, Zhihai; Zhou, Tao
2015-08-21
Recently, Press and Dyson have proposed a new class of probabilistic and conditional strategies for the two-player iterated Prisoner's Dilemma, so-called zero-determinant strategies. A player adopting zero-determinant strategies is able to pin the expected payoff of the opponents or to enforce a linear relationship between his own payoff and the opponents' payoff, in a unilateral way. This paper considers zero-determinant strategies in the iterated public goods game, a representative multi-player game where in each round each player will choose whether or not to put his tokens into a public pot, and the tokens in this pot are multiplied by a factor larger than one and then evenly divided among all players. The analytical and numerical results exhibit a similar yet different scenario to the case of two-player games: (i) with small number of players or a small multiplication factor, a player is able to unilaterally pin the expected total payoff of all other players; (ii) a player is able to set the ratio between his payoff and the total payoff of all other players, but this ratio is limited by an upper bound if the multiplication factor exceeds a threshold that depends on the number of players.
Mori, Akio; Iwadate, Masako; Minakawa, Nahoko T; Kawashima, Satoshi
2015-09-01
The purpose of this article is to analyze the South Korea and China of computer game research, and the current state of research in Japan. Excessive game actions were analyzed by PET-MRI, MRI, fMRI, NIRS, EEG. These results showed that the prefrontal cortical activity decreased during game play. Also, game addiction causes damage to the prefrontal cortex. The NIRS-EEG and simultaneous recording, during game play correspond well with the decrease of β band and oxygen-hemoglobin. The α band did not change with game play. However, oxygen-hemoglobin decreased during game play. South Korea, game addiction measures have been analyzed since 2002, but in Japan the research is recent.
African Journals Online (AJOL)
Dr Obe
game. This development is analogous to that of games of strategy, in which each player is assigned a set of possible ... based system, communication protocols, performance ..... driven and a shorter coding-debugging life cycle. The methods ...
Learning with touchscreen devices: game strategies to improve geometric thinking
Soldano, Carlotta; Arzarello, Ferdinando
2016-03-01
The aim of this paper is to reflect on the importance of the students' game-strategic thinking during the development of mathematical activities. In particular, we hypothesise that this type of thinking helps students in the construction of logical links between concepts during the "argumentation phase" of the proving process. The theoretical background of our study lies in the works of J. Hintikka, a Finnish logician, who developed a new type of logic, based on game theory, called the logic of inquiry. In order to experiment with this new approach to the teaching and learning of mathematics, we have prepared five game-activities based on geometric theorems in which two players play against each other in a multi-touch dynamic geometric environment (DGE). In this paper, we present the design of the first game-activity and the relationship between it and the logic of inquiry. Then, adopting the theoretical framework of the instrumental genesis by Vérillon and Rabardel (EJPE 10: 77-101, 1995), we will present and analyse significant actions and dialogues developed by students while they are solving the game. We focus on the presence of a particular way of playing the game introduced by the students, the "reflected game", and highlight its functions for the development of the task.
DEFF Research Database (Denmark)
Hansen, Ole Ertløv
2015-01-01
Casual games have become a widespread activity that fills our leisure time. This article introduces to the phenomenon casual games – their definition and the history. Furthermore the article presents and discusses the experience of and engagement or immersion in playing these games as it is put...... forward by recent research. The theoretical approach is based on media psychology, phenomenology and reversal theory. Finally it is argued that playing casual games is fundamental pleasurable to both paratelic as well as telic metamotivational states....
DEFF Research Database (Denmark)
Hansen, Ole Ertløv
2015-01-01
Casual games have become a widespread activity that fills our leisure time. This article introduces to the phenomenon casual games – their definition and the history. Furthermore the article presents and discusses the experience of and engagement or immersion in playing these games as it is put...... forward by recent research. The theoretical approach is based on media psychology, phenomenology and reversal theory. Finally it is argued that playing casual games is fundamental pleasurable to both paratelic as well as telic metamotivational states....
Zero-Determinant Strategies in Iterated Public Goods Game
Liming Pan; Dong Hao; Zhihai Rong; Tao Zhou
2015-01-01
Recently, Press and Dyson have proposed a new class of probabilistic and conditional strategies for the two-player iterated Prisoner’s Dilemma, so-called zero-determinant strategies. A player adopting zero-determinant strategies is able to pin the expected payoff of the opponents or to enforce a linear relationship between his own payoff and the opponents’ payoff, in a unilateral way. This paper considers zero-determinant strategies in the iterated public goods game, a representative multi-pl...
Automated Planning in Repeated Adversarial Games
de Cote, Enrique Munoz; Sykulski, Adam M; Jennings, Nicholas R
2012-01-01
Game theory's prescriptive power typically relies on full rationality and/or self-play interactions. In contrast, this work sets aside these fundamental premises and focuses instead on heterogeneous autonomous interactions between two or more agents. Specifically, we introduce a new and concise representation for repeated adversarial (constant-sum) games that highlight the necessary features that enable an automated planing agent to reason about how to score above the game's Nash equilibrium, when facing heterogeneous adversaries. To this end, we present TeamUP, a model-based RL algorithm designed for learning and planning such an abstraction. In essence, it is somewhat similar to R-max with a cleverly engineered reward shaping that treats exploration as an adversarial optimization problem. In practice, it attempts to find an ally with which to tacitly collude (in more than two-player games) and then collaborates on a joint plan of actions that can consistently score a high utility in adversarial repeated gam...
Emergence of cooperation in public goods games.
Kurokawa, Shun; Ihara, Yasuo
2009-04-07
Evolution of cooperation has been a major issue in evolutionary biology. Cooperation is observed not only in dyadic interactions, but also in social interactions involving more than two individuals. It has been argued that direct reciprocity cannot explain the emergence of cooperation in large groups because the basin of attraction for the 'cooperative' equilibrium state shrinks rapidly as the group size increases. However, this argument is based on the analysis of models that consider the deterministic process. More recently, stochastic models of two-player games have been developed and the conditions for natural selection to favour the emergence of cooperation in finite populations have been specified. These conditions have been given as a mathematically simple expression, which is called the one-third law. In this paper, we investigate a stochastic model of n-player games and show that natural selection can favour a reciprocator replacing a population of defectors in the n-player repeated Prisoner's Dilemma game. We also derive a generalized version of the one-third law (the {2/[n(n+1)]}1/(n-1) law). Additionally, contrary to previous studies, the model suggests that the evolution of cooperation in public goods game can be facilitated by larger group size under certain conditions.
Chiarello, Fabio; Castellano, Maria Gabriella
2016-01-01
In this paper the authors report different experiences in the use of board games as learning tools for complex and abstract scientific concepts such as Quantum Mechanics, Relativity or nano-biotechnologies. In particular we describe "Quantum Race," designed for the introduction of Quantum Mechanical principles, "Lab on a chip,"…
Chiarello, Fabio; Castellano, Maria Gabriella
2016-01-01
In this paper the authors report different experiences in the use of board games as learning tools for complex and abstract scientific concepts such as Quantum Mechanics, Relativity or nano-biotechnologies. In particular we describe "Quantum Race," designed for the introduction of Quantum Mechanical principles, "Lab on a chip,"…
Near-Nash equilibrium strategies for LQ differential games with inaccurate state information
Directory of Open Access Journals (Sweden)
2006-01-01
Full Text Available ε -Nash equilibrium or “near equilibrium” for a linear quadratic cost game is considered. Due to inaccurate state information, the standard solution for feedback Nash equilibrium cannot be applied. Instead, an estimation of the players' states is substituted into the optimal control strategies equation obtained for perfect state information. The magnitude of the ε in the ε -Nash equilibrium will depend on the quality of the estimation process. To illustrate this approach, a Luenberger-type observer is used in the numerical example to generate the players' state estimates in a two-player non-zero-sum LQ differential game.
Gamification of Quantum Mechanics Teaching
Bjælde, Ole Eggers; Sherson, Jacob
2015-01-01
In this small scale study we demonstrate how a gamified teaching setup can be used effectively to support student learning in a quantum mechanics course. The quantum mechanics games were research games, which were played during lectures and the learning was measured with a pretest/posttest method with promising results. The study works as a pilot study to guide the planning of quantum mechanics courses in the future at Aarhus University in Denmark.
Dufwenberg, Martin
2011-03-01
Game theory is a toolkit for examining situations where decision makers influence each other. I discuss the nature of game-theoretic analysis, the history of game theory, why game theory is useful for understanding human psychology, and why game theory has played a key role in the recent explosion of interest in the field of behavioral economics. WIREs Cogni Sci 2011 2 167-173 DOI: 10.1002/wcs.119 For further resources related to this article, please visit the WIREs website.
DEFF Research Database (Denmark)
Hansen, Ole Ertløv
2015-01-01
Casual games have become a widespread activity that fills our leisure time. This article introduces to the phenomenon casual games – their definition and the history. Furthermore the article presents and discusses the experience of and engagement or immersion in playing these games as it is put f...... forward by recent research. The theoretical approach is based on media psychology, phenomenology and reversal theory. Finally it is argued that playing casual games is fundamental pleasurable to both paratelic as well as telic metamotivational states.......Casual games have become a widespread activity that fills our leisure time. This article introduces to the phenomenon casual games – their definition and the history. Furthermore the article presents and discusses the experience of and engagement or immersion in playing these games as it is put...
Convex games, clan games, and their marginal games
Branzei , Rodica; Dimitrov, Dinko; Tijs, Stef
2005-01-01
We provide characterizations of convex games and total clan games by using properties of their corresponding marginal games. As it turns out, a cooperative game is convex if and only if all its marginal games are superadditive, and a monotonic game satisfying the veto player property with respect to the members of a coalition C is a total clan game (with clan C) if and only if all its C-based marginal games are subadditive.
Three is a crowd â€“ inefficient communication in the multi-player electronic mail game
Jaegher, K. De; Rosenkranz, S.
2009-01-01
In a two-player stag hunt with asymmetric information, players may lock each other into requiring a large number of confirmations and confirmations of confirmations from one another before eventually acting. This intuition has been formalized in the electronic mail game (EMG). The literature provides extensions on the EMG that eliminate inefficient equilibria, suggesting that no formal rules are needed to prevent players from playing inefficiently. The present paper investigates whether these...
Threshold Games and Cooperation on Multiplayer Graphs.
Directory of Open Access Journals (Sweden)
Kaare B Mikkelsen
Full Text Available The study investigates the effect on cooperation in multiplayer games, when the population from which all individuals are drawn is structured-i.e. when a given individual is only competing with a small subset of the entire population.To optimize the focus on multiplayer effects, a class of games were chosen for which the payoff depends nonlinearly on the number of cooperators-this ensures that the game cannot be represented as a sum of pair-wise interactions, and increases the likelihood of observing behaviour different from that seen in two-player games. The chosen class of games are named "threshold games", and are defined by a threshold, M > 0, which describes the minimal number of cooperators in a given match required for all the participants to receive a benefit. The model was studied primarily through numerical simulations of large populations of individuals, each with interaction neighbourhoods described by various classes of networks.When comparing the level of cooperation in a structured population to the mean-field model, we find that most types of structure lead to a decrease in cooperation. This is both interesting and novel, simply due to the generality and breadth of relevance of the model-it is likely that any model with similar payoff structure exhibits related behaviour. More importantly, we find that the details of the behaviour depends to a large extent on the size of the immediate neighbourhoods of the individuals, as dictated by the network structure. In effect, the players behave as if they are part of a much smaller, fully mixed, population, which we suggest an expression for.
DEFF Research Database (Denmark)
2015-01-01
When we play games of any kind, from tennis to board games, it is easy to notice that games seem to be configured in space, often using stripes or a kind of map on a board. Some games are clearly performed within this marked border, while it may be difficult to pinpoint such a border in games like...... hide-and-seek, but even these games are still spatially configured. The border (visible or not) both seem to separate and uphold the game that it is meant for. This chapter sets out to analyse the possible border that separates a game from the surrounding world. Johan Huizinga noted this “separateness......” in his classic work “Homo Ludens” (Huizinga 1938, translated into English 1971). This has since been developed into the concept of the “magic circle” by Salen and Zimmerman (2003), as an understanding of playing games as a kind of alternate reality. When a person cross the magic circle of a game, he...
A quantum Samaritan’s dilemma cellular automaton
Situ, Haozhen
2017-01-01
The dynamics of a spatial quantum formulation of the iterated Samaritan’s dilemma game with variable entangling is studied in this work. The game is played in the cellular automata manner, i.e. with local and synchronous interaction. The game is assessed in fair and unfair contests, in noiseless scenarios and with disrupting quantum noise. PMID:28680654
Cognitive hierarchy theory and two-person games
Gracia-Lázaro, Carlos; Moreno, Yamir
2016-01-01
The outcome of many social and economic interactions, such as stock-market transactions, is strongly determined by the predictions that agents make about the behavior of other individuals. Cognitive Hierarchy Theory provides a framework to model the consequences of forecasting accuracy that has proven to fit data from certain types of game theory experiments, such as Keynesian Beauty Contests and Entry Games. Here, we focus on symmetric two-players-two-actions games and establish an algorithm to find the players' strategies according to the Cognitive Hierarchy Approach. We show that the Snowdrift Game exhibits a pattern of behavior whose complexity grows as the cognitive levels of players increases. In addition to finding the solutions up to the third cognitive level, we demonstrate, in this theoretical frame, two new properties of snowdrift games: i) any snowdrift game can be characterized by only a parameter -- its class, ii) they are anti-symmetric with respect to the diagonal of the pay-off's space. Final...
Cognitive Hierarchy Theory and Two-Person Games
Directory of Open Access Journals (Sweden)
Carlos Gracia-Lázaro
2017-01-01
Full Text Available The outcome of many social and economic interactions, such as stock-market transactions, is strongly determined by the predictions that agents make about the behavior of other individuals. Cognitive hierarchy theory provides a framework to model the consequences of forecasting accuracy that has proven to fit data from certain types of game theory experiments, such as Keynesian beauty contests and entry games. Here, we focus on symmetric two-player-two-action games and establish an algorithm to find the players’ strategies according to the cognitive hierarchy approach. We show that the snowdrift game exhibits a pattern of behavior whose complexity grows as the cognitive levels of players increases. In addition to finding the solutions up to the third cognitive level, we demonstrate, in this theoretical frame, two new properties of snowdrift games: (i any snowdrift game can be characterized by only a parameter, its class; (ii they are anti-symmetric with respect to the diagonal of the pay-off’s space. Finally, we propose a model based on an evolutionary dynamics that captures the main features of the cognitive hierarchy theory.
Dov Monderer; Moshe Tennenholtz
1997-01-01
The Internet exhibits forms of interactions which are not captured by existing models in economics, artificial intelligence and game theory. New models are needed to deal with these multi-agent interactions. In this paper we present a new model--distributed games. In such a model each players controls a number of agents which participate in asynchronous parallel multi-agent interactions (games). The agents jointly and strategically control the level of information monitoring by broadcasting m...
Giddings, S.
2013-01-01
This chapter outlines the conventions and pleasures of simulation games as a category, and explores the complicated and contested term simulation. This concept goes to the heart of what computer games and video games are, and the ways in which they articulate ideas, processes, and phenomena between their virtual worlds and the actual world. It has been argued that simulations generate and communicate knowledge and events quite differently from the long-dominant cultural mode of narrative. Th...
A Remote Quantum Adding Machine
Institute of Scientific and Technical Information of China (English)
张圣醒; 龙桂鲁; 刘晓曙
2002-01-01
We design a scheme to perform additions of N remote addends. This adder is useful for some quantum information processing purposes, such as statistics and multi-party quantum game. The quantum remote adder is constructed by using a multi-party superdense coding scheme.
DEFF Research Database (Denmark)
Andersen, Christian Ulrik
2006-01-01
T hese days one of the buzzwords in computer game industry and research is ‘Serious Games’ – games where the actions of the player are not limited to the virtual world but are somehow related to the real world. Computer games can be strong environments for learning and training skills in the real...... world. Computer games can also be persuasive – they can be used for advertising (‘adver-gaming’) and induce the players to buy a particular product in the real world or they can propagate a particular political viewpoint or a critique of the real world. The area of ‘serious gaming’ is vast and varied....
DEFF Research Database (Denmark)
Johansson, Martin Wetterstrand
2007-01-01
. Experiments can be set up to explore possible futures and design games has the qualities of elegantly focus the work at the same time as it lessens the burden for the process facilitator. The present paper goes into detail about how design games can be set up to facilitate collaboration and how the design......In this paper design games are discussed as an approach to managing design sessions. The focus is on the collaborative design session and more particular on how to set up the collaboration and reinsure progress. Design games have the advantage of framing the collaborative assignment at hand...
Eberly, David H
2010-01-01
""Game Physics, 2nd Edition"" provides clear descriptions of the mathematics and algorithms needed to create a powerful physics engine - while providing a solid reference for all of the math you will encounter anywhere in game development: quaternions, linear algebra, and calculus. Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics and physics. Previously, the relevant information could only be gleaned through obscure research papers. Thanks to ""Game Physics"", all this informa
DEFF Research Database (Denmark)
Johansson, Martin Wetterstrand
2007-01-01
In this paper design games are discussed as an approach to managing design sessions. The focus is on the collaborative design session and more particular on how to set up the collaboration and reinsure progress. Design games have the advantage of framing the collaborative assignment at hand....... Experiments can be set up to explore possible futures and design games has the qualities of elegantly focus the work at the same time as it lessens the burden for the process facilitator. The present paper goes into detail about how design games can be set up to facilitate collaboration and how the design...
DEFF Research Database (Denmark)
Andersen, Christian Ulrik
2006-01-01
T hese days one of the buzzwords in computer game industry and research is ‘Serious Games’ – games where the actions of the player are not limited to the virtual world but are somehow related to the real world. Computer games can be strong environments for learning and training skills in the real...... world. Computer games can also be persuasive – they can be used for advertising (‘adver-gaming’) and induce the players to buy a particular product in the real world or they can propagate a particular political viewpoint or a critique of the real world. The area of ‘serious gaming’ is vast and varied....
DEFF Research Database (Denmark)
2015-01-01
, called “pervasive games.” These are games that are based on computer technology, but use a physical space as the game space as opposed to video games. Coupling spatial configuration with performance theory of rituals as liminal phenomena, I put forward a model and a new understanding of the magic circle......When we play games of any kind, from tennis to board games, it is easy to notice that games seem to be configured in space, often using stripes or a kind of map on a board. Some games are clearly performed within this marked border, while it may be difficult to pinpoint such a border in games like...... or she suddenly finds himself in another world, where artefacts are given new meaning and where other rules apply. This makes sense, but also demands that play and non-play can be easily separated. Even so, the concept of the magic circle has never been analysed with respect to the spatial configuration...
Bargaining Mechanisms for One-Way Games
Directory of Open Access Journals (Sweden)
Andrés Abeliuk
2015-09-01
Full Text Available We introduce one-way games, a two-player framework whose distinguishable feature is that the private payoff of one (independent player is determined only by her own strategy and does not depend on the actions taken by the other (dependent player. We show that the equilibrium outcome in one-way games without side payments and the social cost of any ex post efficient mechanism can be far from the optimum. We also show that it is impossible to design a Bayes–Nash incentive-compatible mechanism for one-way games that is budget-balanced, individually rational and efficient. To address this negative result, we propose a privacy-preserving mechanism based on a single-offer bargaining made by the dependent player that leverages the intrinsic advantage of the independent player. In this setting the outside option of the dependent player is not known a priori; however, we show that the mechanism satisfies individual rationality conditions, is incentive-compatible, budget-balanced and produces an outcome that is more efficient than the equilibrium without payments. Finally, we show that a randomized multi-offer extension brings no additional benefit in terms of efficiency.
A Quantum Relativistic Prisoner's Dilemma Cellular Automaton
Alonso-Sanz, Ramón; Carvalho, Márcio; Situ, Haozhen
2016-10-01
The effect of variable entangling on the dynamics of a spatial quantum relativistic formulation of the iterated prisoner's dilemma game is studied in this work. The game is played in the cellular automata manner, i.e., with local and synchronous interaction. The game is assessed in fair and unfair contests.
On the game chromatic number of sparse random graphs
Frieze, Alan; Lavrov, Mikhail
2012-01-01
Given a graph G and an integer k, two players take turns coloring the vertices of G one by one using k colors so that neighboring vertices get different colors. The first player wins iff at the end of the game all the vertices of $G$ are colored. The game chromatic number \\chi_g(G) is the minimum k for which the first player has a winning strategy. The paper \\cite{BFS} began the analysis of the asymptotic behavior of this parameter for a random graph G_{n,p}. This paper provides some further analysis for graphs with constant average degree i.e. np=O(1) and for random regular graphs.
Three-player conflicting interest games and nonlocality
Bolonek-Lasoń, Katarzyna
2017-08-01
We outline the general construction of three-player games with incomplete information which fulfil the following conditions: (i) symmetry with respect to the permutations of players; (ii) the existence of an upper bound for total payoff resulting from Bell inequalities; (iii) the existence of both fair and unfair Nash equilibria saturating this bound. Conditions (i)-(iii) imply that we are dealing with conflicting interest games. An explicit example of such a game is given. A quantum counterpart of this game is considered. It is obtained by keeping the same utilities but replacing classical advisor by a quantum one. It is shown that the quantum game possesses only fair equilibria with strictly higher payoffs than in the classical case. This implies that quantum nonlocality can be used to resolve the conflict between the players.
Kaneko, K; Kaneko, Kunihiko; Suzuki, Junji
1993-01-01
Mutual imitation games among artificial birds are studied. By employing a variety of mappings and game rules, the evolution to the edge between chaos and windows is universally confirmed. Some other general features are observed, including punctuated equilibria, and successive alternations of dominant species with temporal complexity. Diversity of species aided by the symbolization of artificial birds' song are also shown.
Game-based Research Collaboration adapted to Science Education
DEFF Research Database (Denmark)
Magnussen, Rikke; Damgaard Hansen, Sidse; Grønbæk, Kaj
2012-01-01
This paper presents prospects for adapting scientific discovery games to science education. In the paper a prototype of The Quantum Computing Game is presented as a working example of adapting game-based research collaboration to physics education. The game concept is the initial result of a three......-year, inter-disciplinary project “Pilot Center for Community-driven Research” at Aarhus and Aalborg University in Denmark. The paper discusses how scientific discovery games can contribute to educating students in how to work with unsolved scientific problems and creation of new scientific knowledge. Based...... on a discussion of the concrete development of the Quantum Computing Game, the aim of this paper is to open a broader discussion of the potentials and implications of developing this class of games for new types of innovative science education....
Classical and quantum partition bound and detector inefficiency
Laplante, S; Roland, J
2012-01-01
In communication complexity, two players each have an input and they wish to compute some function of the joint inputs. This has been the object of much study and a wide variety of lower bound methods have been introduced to address the problem of showing lower bounds on communication. Recently, Jain and Klauck introduced the partition bound, which subsumes many of the known methods, in particular factorization norm, discrepancy, and the rectangle (corruption) bound. Physicists have considered a closely related scenario where two players share a predefined entangled state. Each is given a measurement as input, which they perform on their share of the system. The outcomes of the measurements follow a distribution which is predicted by quantum mechanics. In an experimental setting, Bell inequalities are used to distinguish truly quantum from classical behavior. We present a new lower bound technique based on the notion of detector inefficiency (where some runs are discarded by either of the players) for the ext...
Tropical polyhedra are equivalent to mean payoff games
Akian, Marianne; Guterman, Alexander
2009-01-01
We show that several decision problems originating from max-plus or tropical convexity are equivalent to mean payoff (zero-sum, two player) game problems. More precisely, checking whether a tropical polyhedral cone is reduced to the zero vector is equivalent to checking whether a mean payoff game has at least one winning initial state; checking whether an (affine) tropical polyhedron is empty can be transformed in linear time to checking whether a prescribed initial state of a mean payoff game is winning, and vice versa; and checking whether several points belong to a common tropical hyperplane can be transformed in quadratic time to checking whether a mean payoff game has at least one winning initial state. These results imply that the problems mentioned above concerning tropical algebra and convexity belong to $NP\\cap coNP$ and can be solved in pseudo-polynomial time. We also obtain as a corollary a game theoretical proof of the fact that the tropical rank of a matrix, defined as the maximal size of a subma...
Computing security strategies in finite horizon repeated Bayesian games
Lichun Li
2017-07-10
This paper studies security strategies in two-player zero-sum repeated Bayesian games with finite horizon. In such games, each player has a private type which is independently chosen according to a publicly known a priori probability. Players\\' types are fixed all through the game. The game is played for finite stages. At every stage, players simultaneously choose their actions which are observed by the public. The one-stage payoff of player 1 (or penalty to player 2) depends on both players types and actions, and is not directly observed by any player. While player 1 aims to maximize the total payoff over the game, player 2 wants to minimize it. This paper provides each player two ways to compute the security strategy, i.e. the optimal strategy in the worst case. First, a security strategy that directly depends on both players\\' history actions is derived by refining the sequence form. Noticing that history action space grows exponentially with respect to the time horizon, this paper further presents a security strategy that depends on player\\'s fixed sized sufficient statistics. The sufficient statistics is shown to consist of the belief on one\\'s own type, the regret on the other player\\'s type, and the stage, and is independent of the other player\\'s strategy.
The Assignment Game : The Reduced Game
Owen, Guillermo
1992-01-01
Let v be an assignment game. For a given reference payoff vector (x; y), and a coalition S, bargaining within the coalition can be represented by either the reduced game or the derived game. It is known that the reduced game need not be an assignment game (in fact, it need not be super additive) while the derived game is another assignment game, with modified reservation prices. We prove that, when the reference vector is in the core of the game, the derived game is the super additive cover o...
The Assignment Game : The Reduced Game
Owen, Guillermo
1992-01-01
Let v be an assignment game. For a given reference payoff vector (x; y), and a coalition S, bargaining within the coalition can be represented by either the reduced game or the derived game. It is known that the reduced game need not be an assignment game (in fact, it need not be super additive) while the derived game is another assignment game, with modified reservation prices. We prove that, when the reference vector is in the core of the game, the derived game is the super additive cover o...
Game Theory in water resources management
Katsanevaki, Styliani Maria; Varouchakis, Emmanouil; Karatzas, George
2015-04-01
Rural water management is a basic requirement for the development of the primary sector and involves the exploitation of surface/ground-water resources. Rational management requires the study of parameters that determine their exploitation mainly environmental, economic and social. These parameters reflect the influence of irrigation on the aquifer behaviour and on the level-streamflow of nearby rivers as well as on the profit from the farming activity for the farmers' welfare. The question of rural water management belongs to the socio-political problems, since the factors involved are closely related to user behaviour and state position. By applying Game Theory one seeks to simulate the behaviour of the system 'surface/ground-water resources to water-users' with a model based on a well-known game, "The Prisoner's Dilemma" for economic development of the farmers without overexploitation of the water resources. This is a game of two players that have been extensively studied in Game Theory, economy and politics because it can describe real-world cases. The present proposal aims to investigate the rural water management issue that is referred to two competitive small partnerships organised to manage their agricultural production and to achieve a better profit. For the farmers' activities water is required and ground-water is generally preferable because consists a more stable recourse than river-water which in most of the cases in Greece are of intermittent flow. If the two farmer groups cooperate and exploit the agreed water quantities they will gain equal profits and benefit from the sustainable availability of the water recourses (p). If both groups overexploitate the resource to maximize profit, then in the medium-term they will incur a loss (g), due to the water resources reduction and the increase of the pumping costs. If one overexploit the resource while the other use the necessary required, then the first will gain great benefit (P), and the second will
Game development tool essentials
Berinstein, Paula; Ardolino, Alessandro; Franco, Simon; Herubel, Adrien; McCutchan, John; Nedelcu, Nicusor; Nitschke, Benjamin; Olmstead, Don; Robinet, Fabrice; Ronchi, Christian; Turkowski, Rita; Walter, Robert; Samour, Gustavo
2014-01-01
Offers game developers new techniques for streamlining the critical game tools pipeline. Inspires game developers to share their secrets and improve the productivity of the entire industry. Helps game industry practitioners compete in a hyper-competitive environment.
... Donor Community > Games > Donor Tag Game Donor Tag Game This feature requires version 6 or later of ... of Needles LGBTQ+ Donors Blood Donor Community SleevesUp Games Facebook Avatars and Badges Banners eCards Make a ...
DEFF Research Database (Denmark)
Christensen, Jens
Serious Games er et nyt it-forretningsområde, der siden årtusindskiftet er vokset frem, først i USA og dernæst i Vesteuropa og and i-lande. Til forskel fra computerspil er serious games ikke underholdning, men tænkt som et værktøj til støtte for statens og erhvervslivets forskellige funktioner. D...
Institute of Scientific and Technical Information of China (English)
LI XIAO
2010-01-01
@@ China is not expected to sweep the Vancouver 2010 Olympic Winter Games the way it dominated the 2008 Beijing Summer Olympics.However,it has made Chinese Olympic history after winning three gold medals when the Games passed the halfway point of scheduled competition on February 20.On that day,18-year-old Zhou Yang overcame three South Korean rivals to win the women's short-track speed skating 1,500-meter final.
Playing Games with Timed Games
DEFF Research Database (Denmark)
David, Alexandre; Larsen, Kim Guldstrand; Chatain, Thomas
2009-01-01
In this paper we focus on property-preserving preorders between timed game automata and their application to control of partially observable systems. Following the example of timed simulation between timed automata, we define timed alternating simulation as a preorder between timed game automata......, which preserves controllability. We define a method to reduce the timed alternating simulation problem to a safety game. We show how timed alternating simulation can be used to control efficiently a partially observable system. This method is illustrated by a generic case study....
Playing Games with Timed Games
DEFF Research Database (Denmark)
David, Alexandre; Larsen, Kim Guldstrand; Chatain, Thomas
2009-01-01
In this paper we focus on property-preserving preorders between timed game automata and their application to control of partially observable systems. Following the example of timed simulation between timed automata, we define timed alternating simulation as a preorder between timed game automata......, which preserves controllability. We define a method to reduce the timed alternating simulation problem to a safety game. We show how timed alternating simulation can be used to control efficiently a partially observable system. This method is illustrated by a generic case study....
The effect of power asymmetries on cooperation and punishment in a prisoner's dilemma game.
Bone, Jonathan E; Wallace, Brian; Bshary, Redouan; Raihani, Nichola J
2015-01-01
Recent work has suggested that punishment is detrimental because punishment provokes retaliation, not cooperation, resulting in lower overall payoffs. These findings may stem from the unrealistic assumption that all players are equal: in reality individuals are expected to vary in the power with which they can punish defectors. Here, we allowed strong players to interact with weak players in an iterated prisoner's dilemma game with punishment. Defecting players were most likely to switch to cooperation if the partner cooperated: adding punishment yielded no additional benefit and, under some circumstances, increased the chance that the partner would both defect and retaliate against the punisher. Our findings show that, in a two-player game, cooperation begets cooperation and that punishment does not seem to yield any additional benefits. Further work should explore whether strong punishers might prevail in multi-player games.
The effect of power asymmetries on cooperation and punishment in a prisoner's dilemma game.
Directory of Open Access Journals (Sweden)
Jonathan E Bone
Full Text Available Recent work has suggested that punishment is detrimental because punishment provokes retaliation, not cooperation, resulting in lower overall payoffs. These findings may stem from the unrealistic assumption that all players are equal: in reality individuals are expected to vary in the power with which they can punish defectors. Here, we allowed strong players to interact with weak players in an iterated prisoner's dilemma game with punishment. Defecting players were most likely to switch to cooperation if the partner cooperated: adding punishment yielded no additional benefit and, under some circumstances, increased the chance that the partner would both defect and retaliate against the punisher. Our findings show that, in a two-player game, cooperation begets cooperation and that punishment does not seem to yield any additional benefits. Further work should explore whether strong punishers might prevail in multi-player games.
Gamers on Games and Gaming: Implications for Educational Game Design
Van Staalduinen, J.P.
2012-01-01
In the past two decades, there has been a steadily increasing interest in the use of games for educational purposes. This has led to an increased design, use and study of educational games; games where the players learn through playing. However, experiments with the educational use of games have not
Gamers on Games and Gaming: Implications for Educational Game Design
Van Staalduinen, J.P.
2012-01-01
In the past two decades, there has been a steadily increasing interest in the use of games for educational purposes. This has led to an increased design, use and study of educational games; games where the players learn through playing. However, experiments with the educational use of games have not
Social learning in the ultimatum game.
Zhang, Boyu
2013-01-01
In the ultimatum game, two players divide a sum of money. The proposer suggests how to split and the responder can accept or reject. If the suggestion is rejected, both players get nothing. The rational solution is that the responder accepts even the smallest offer but humans prefer fair share. In this paper, we study the ultimatum game by a learning-mutation process based on quantal response equilibrium, where players are assumed boundedly rational and make mistakes when estimating the payoffs of strategies. Social learning is never stabilized at the fair outcome or the rational outcome, but leads to oscillations from offering 40 percent to 50 percent. To be precise, there is a clear tendency to increase the mean offer if it is lower than 40 percent, but will decrease when it reaches the fair offer. If mutations occur rarely, fair behavior is favored in the limit of local mutation. If mutation rate is sufficiently high, fairness can evolve for both local mutation and global mutation.
The Golden Ratio as a proposed solution of the Ultimatum Game: An explanation by continued fractions
Schuster, Stefan
2015-01-01
The Ultimatum Game is a famous sequential, two-player game intensely studied in Game Theory. A proposer can offer a certain fraction of some amount of a valuable good, for example, money. A responder can either accept, in which case the money is shared accordingly, or reject the offer, in which case the two players receive nothing. While most authors suggest that the fairest split of 50 % vs. 50 % would be the equilibrium solution, recently R. Suleiman (An aspirations-homeostasis theory of interactive decisions (2014)) suggested the Golden Ratio, 0.618, to be the solution and argued that such a partitioning would be considered fair by both sides. He provided a justification in terms of an approach termed aspirations-homeostasis theory. The main idea is that responders tend to accept the minor fraction of the Golden Ratio because they feel that this fraction equals, in comparison to the larger fraction obtained by the proposer, the ratio of the larger fraction and the whole amount. Here we give an alternative ...
A New Solution Concept for the Ultimatum Game leading to the Golden Ratio.
Schuster, Stefan
2017-07-17
The Ultimatum Game is a paradigmatic two-player game. A proposer can offer a certain fraction of some valuable good. A responder can accept the offer or reject it, implying that the two players receive nothing. The only subgame-perfect Nash equilibrium is to only offer an infinitesimal amount and to accept this. However, this equilibrium is not in agreement with experimental observations, which show varying accepted offers around 40%. While some authors suggest that the fairest split of 50% vs. 50% would be explainable on theoretical grounds or by computer simulation, a few authors (including myself) have recently suggested that the Golden Ratio, about 0.618 vs. about 0.382, would be the solution, in striking agreement with observations. Here we propose a solution concept, based on an optimality approach and epistemic arguments, leading to that suggested solution. The optimality principle is explained both in an axiomatic way and by bargaining arguments, and the relation to Fibonacci numbers is outlined. Our presentation complements the Economic Harmony theory proposed by R. Suleiman and is based on infinite continued fractions. The results are likely to be important for the theory of fair salaries, justice theory and the predictive value of game theory.
Nonlocal correlations: Fair and Unfair Strategies in Bayesian Game
Roy, Arup; Mukherjee, Amit; Guha, Tamal; Ghosh, Sibasish; Bhattacharya, Some Sankar; Banik, Manik
2016-01-01
Interesting connection has been established between two apparently unrelated concepts, namely, quantum nonlocality and Bayesian game theory. It has been shown that nonlocal correlations in the form of advice can outperform classical equilibrium strategies in common interest Bayesian games and also in conflicting interest games. However, classical equilibrium strategies can be of two types, fair and unfair. Whereas in fair equilibrium payoffs of different players are same, in unfair case they ...
Maximally entangled states in pseudo-telepathy games
Mančinska, Laura
2015-01-01
A pseudo-telepathy game is a nonlocal game which can be won with probability one using some finite-dimensional quantum strategy but not using a classical one. Our central question is whether there exist two-party pseudo-telepathy games which cannot be won with probability one using a maximally entangled state. Towards answering this question, we develop conditions under which maximally entangled states suffice. In particular, we show that maximally entangled states suffice for weak projection...
Mean field game theoretic approach for security in mobile ad-hoc networks
Wang, Yanwei; Tang, Helen; Yu, F. Richard; Huang, Minyi
2013-05-01
Game theory can provide a useful tool to study the security problem in mobile ad hoc networks (MANETs). Most existing work on applying game theories to security only considers two players in the security game model: an attacker and a defender. While this assumption is valid for a network with centralized administration, it may not be realistic in MANETs, where centralized administration is not available. Consequently, each individual node in a MANET should be treated separately in the security game model. In this paper, using recent advances in mean field game theory, we propose a novel game theoretic approach for security in MANETs. Mean field game theory provides a powerful mathematical tool for problems with a large number of players. Since security defence mechanisms consume precious system resources (e.g., energy), the proposed scheme considers not only the security requirement of MANETs but also the system resources. In addition, each node only needs to know its own state information and the aggregate effect of the other nodes in the MANET. Therefore, the proposed scheme is a fully distributed scheme. Simulation results are presented to illustrate the effectiveness of the proposed scheme.
Genesereth, Michael
2014-01-01
General game players are computer systems able to play strategy games based solely on formal game descriptions supplied at ""runtime"" (n other words, they don't know the rules until the game starts). Unlike specialized game players, such as Deep Blue, general game players cannot rely on algorithms designed in advance for specific games; they must discover such algorithms themselves. General game playing expertise depends on intelligence on the part of the game player and not just intelligence of the programmer of the game player.GGP is an interesting application in its own right. It is intell
The turnpike property for dynamic discrete time zero-sum games
Directory of Open Access Journals (Sweden)
Alexander J. Zaslavski
1999-01-01
Full Text Available We consider a class of dynamic discrete-time two-player zero-sum games. We show that for a generic cost function and each initial state, there exists a pair of overtaking equilibria strategies over an infinite horizon. We also establish that for a generic cost function f, there exists a pair of stationary equilibria strategies (xf,yf such that each pair of “approximate” equilibria strategies spends almost all of its time in a small neighborhood of (xf,yf.
Valuing rewards to others in a prisoner's dilemma game.
Safin, Vasiliy; Locey, Matthew L; Rachlin, Howard
2013-10-01
People value rewards to others but discount those rewards based on social distance; rewards to a socially closer person are valued more than identical rewards to a socially more distant person (Jones and Rachlin, 2006). The concept of social discounting can explain cooperation and defection in two-player prisoner's dilemma (PD) games (Axelrod, 1980). The contingencies of a PD game are such that in any single game cooperation is costly to each player herself but beneficial to the other player. From the viewpoint of each player, the costs of cooperation are fully realized, but the benefits of cooperation are discounted by the social distance to the other player. The present experiment measured cooperation and defection in two PD-game conditions with differing reward magnitudes. In one (the 1-2-3-4 condition), the cost of cooperation exceeded its socially discounted benefit, and players were predicted to defect; in the other (the 1-2-9-10 condition), the discounted benefit of cooperation exceeded its cost, and players were predicted to cooperate. Over the course of repeated trials defection increased with the 1-2-3-4 condition but not with the 1-2-9-10 condition. Moreover, participants who rated their partners as closer, relative to random classmates, cooperated at higher rates--consistent with social discounting.
Evolution of Fairness in the Not Quite Ultimatum Game
Ichinose, Genki; Sayama, Hiroki
2014-05-01
The Ultimatum Game (UG) is an economic game where two players (proposer and responder) decide how to split a certain amount of money. While traditional economic theories based on rational decision making predict that the proposer should make a minimal offer and the responder should accept it, human subjects tend to behave more fairly in UG. Previous studies suggested that extra information such as reputation, empathy, or spatial structure is needed for fairness to evolve in UG. Here we show that fairness can evolve without additional information if players make decisions probabilistically and may continue interactions when the offer is rejected, which we call the Not Quite Ultimatum Game (NQUG). Evolutionary simulations of NQUG showed that the probabilistic decision making contributes to the increase of proposers' offer amounts to avoid rejection, while the repetition of the game works to responders' advantage because they can wait until a good offer comes. These simple extensions greatly promote evolution of fairness in both proposers' offers and responders' acceptance thresholds.
From Parity and Payoff Games to Linear Programming
Schewe, Sven
This paper establishes a surprising reduction from parity and mean payoff games to linear programming problems. While such a connection is trivial for solitary games, it is surprising for two player games, because the players have opposing objectives, whose natural translations into an optimisation problem are minimisation and maximisation, respectively. Our reduction to linear programming circumvents the need for concurrent minimisation and maximisation by replacing one of them, the maximisation, by approximation. The resulting optimisation problem can be translated to a linear programme by a simple space transformation, which is inexpensive in the unit cost model, but results in an exponential growth of the coefficients. The discovered connection opens up unexpected applications - like μ-calculus model checking - of linear programming in the unit cost model, and thus turns the intriguing academic problem of finding a polynomial time algorithm for linear programming in this model of computation (and subsequently a strongly polynomial algorithm) into a problem of paramount practical importance: All advancements in this area can immediately be applied to accelerate solving parity and payoff games, or to improve their complexity analysis.
Survey on nonlocal games and operator space theory
Energy Technology Data Exchange (ETDEWEB)
Palazuelos, Carlos, E-mail: cpalazue@mat.ucm.es [Instituto de Ciencias Matemáticas (ICMAT), Facultad de Ciencias Matemáticas, Universidad Complutense de Madrid, Madrid (Spain); Vidick, Thomas, E-mail: vidick@cms.caltech.edu [Department of Computing and Mathematical Sciences, California Institute of Technology, Pasadena, California 91125 (United States)
2016-01-15
This review article is concerned with a recently uncovered connection between operator spaces, a noncommutative extension of Banach spaces, and quantum nonlocality, a striking phenomenon which underlies many of the applications of quantum mechanics to information theory, cryptography, and algorithms. Using the framework of nonlocal games, we relate measures of the nonlocality of quantum mechanics to certain norms in the Banach and operator space categories. We survey recent results that exploit this connection to derive large violations of Bell inequalities, study the complexity of the classical and quantum values of games and their relation to Grothendieck inequalities, and quantify the nonlocality of different classes of entangled states.
Orbital Battleship: A Guessing Game to Reinforce Atomic Structure
Kurushkin, Mikhail; Mikhaylenko, Maria
2016-01-01
A competitive educational guessing game "Orbital Battleship" which reinforces Madelung's and Hund's rules, values of quantum numbers, and understanding of periodicity was designed. The game develops strategic thinking, is not time-consuming, requires minimal preparation and supervision, and is an efficient and fun alternative to more…
DEFF Research Database (Denmark)
Salovaara-Moring, Inka
There has recently been considerable attention paid to the gamification of digital journalism. Where the current technological and social affordances of web 2.0 storytelling have proved less attractive to younger users, the persuasive features of game logics have added new dimensions to interactive......, participatory journalism. This notion refers to realitybased news games that can act both as an independent medium for news content and as a supplement to traditional forms of coverage. Simultaneously, persuasive logics of gamification offer new ways to engage actuality through media space’s augmented reality....... This paper1 explores the new spatio-epistemological realities of two journalistic games, asking how the spatial, operational, and procedural realities of storytelling change through ‘gamification’. It reflects on the spatial dimension of digital journalism in order to challenge the traditional, generic...
DEFF Research Database (Denmark)
Christensen, Jens
Serious Games er et nyt it-forretningsområde, der siden årtusindskiftet er vokset frem, først i USA og dernæst i Vesteuropa og and i-lande. Til forskel fra computerspil er serious games ikke underholdning, men tænkt som et værktøj til støtte for statens og erhvervslivets forskellige funktioner. Det...... amerikanske militær har været fødselshjælper for den nye teknologi. Herfra har serious games bredt sig til andre sektorer og og i-lande, inkl. Danmark. Bogen skildrer, hvordan det nye forretningsområde er i færd med at blive udkrystalliseret af en række beslægtede industrigrene, og hvordan udviklingen er...
Anttila, Jani
2011-01-01
Behavior in the context of game theory is described as a natural process that follows the 2nd law of thermodynamics. The rate of entropy increase as the payoff function is derived from statistical physics of open systems. The thermodynamic formalism relates everything in terms of energy and describes various ways to consume free energy. This allows us to associate game theoretical models of behavior to physical reality. Ultimately behavior is viewed as a physical process where flows of energy naturally select ways to consume free energy as soon as possible. This natural process is, according to the profound thermodynamic principle, equivalent to entropy increase in the least time. However, the physical portrayal of behavior does not imply determinism. On the contrary, evolutionary equation for open systems reveals that when there are three or more degrees of freedom for behavior, the course of a game is inherently unpredictable in detail because each move affects motives of moves in the future. Eventually, wh...
Games as a Platform for Student Participation in Authentic Scientific Research
Magnussen, Rikke; Hansen, Sidse Damgaard; Planke, Tilo; Sherson, Jacob Friis
2014-01-01
This paper presents results from the design and testing of an educational version of Quantum Moves, a Scientific Discovery Game that allows players to help solve authentic scientific challenges in the effort to develop a quantum computer. The primary aim of developing a game-based platform for student-research collaboration is to investigate if…
"Game" in history, historical in "game"
Fostikov, Aleksandra
2006-01-01
This paper is considered with relation between game and the History, in three various aspects: first part is dedicated to the meaning of noun "game" from its early stages till today, the second part relates to influences of game on human development and the third part deals with objectivity of historical facts in computer games.
Serious Games: Video Games for Good?
Sanford, Kathy; Starr, Lisa J.; Merkel, Liz; Bonsor Kurki, Sarah
2015-01-01
As video games become a ubiquitous part of today's culture internationally, as educators and parents we need to turn our attention to how video games are being understood and used in informal and formal settings. Serious games have developed as a genre of video games marketed for educating youth about a range of world issues. At face value this…
Serious Games: Video Games for Good?
Sanford, Kathy; Starr, Lisa J.; Merkel, Liz; Bonsor Kurki, Sarah
2015-01-01
As video games become a ubiquitous part of today's culture internationally, as educators and parents we need to turn our attention to how video games are being understood and used in informal and formal settings. Serious games have developed as a genre of video games marketed for educating youth about a range of world issues. At face value this…
Getting humans to do quantum optimization
DEFF Research Database (Denmark)
Lieberoth, Andreas; Pedersen, Mads Kock; Marin, Andreea Catalina
2014-01-01
The game Quantum Moves was designed to pit human players against computer algorithms, combining their solutions into hybrid optimization, to control a scalable quantum computer. In this midstream report, we open our design process and present the constitutive building stages. We present our...... approach starting with designing a core gameplay around quantum simulations, to putting extra game elements in place to frame, structure and motivate players’ difficult path from internet flâneur to competent science contributors. Among statistical predictors for retention and in-game high scores, the data...
Unitary Noise and the Mermin-GHZ Game
Fialík, Ivan
2010-01-01
Communication complexity is an area of classical computer science which studies how much communication is necessary to solve various distributed computational problems. Quantum information processing can be used to reduce the amount of communication required to carry out some distributed problems. We speak of pseudo-telepathy when it is able to completely eliminate the need for communication. Since it is generally very hard to perfectly implement a quantum winning strategy for a pseudo-telepathy game, quantum players are almost certain to make errors even though they use a winning strategy. After introducing a model for pseudo-telepathy games, we investigate the impact of erroneously performed unitary transformations on the quantum winning strategy for the Mermin-GHZ game. The question of how strong the unitary noise can be so that quantum players would still be better than classical ones is also dealt with.
Unitary Noise and the Mermin-GHZ Game
Institute of Scientific and Technical Information of China (English)
Ivan Fialík
2011-01-01
Communication complexity is an area of classical computer science which studies how much communication is necessary to solve various distributed computational problems. Quantum information processing can be used to reduce the amount of communication required to carry out some distributed problems. We speak of pseudo-telepathy when it is able to completely eliminate the need for communication. Since it is generally very hard to perfectly implement a quantum winning strategy for a pseudo-telepathy game, quantum players are almost certain to make errors even though they use a winning strategy. After introducing a model for pseudo-telepathy games, we investigate the impact of erroneously performed unitary transformations on the quantum winning strategy for the Mermin-GHZ game. The question of how strong the unitary noise can be so that quantum players would still be better than classical ones is also dealt with.
Unitary Noise and the Mermin-GHZ Game
Directory of Open Access Journals (Sweden)
Ivan Fialík
2010-06-01
Full Text Available Communication complexity is an area of classical computer science which studies how much communication is necessary to solve various distributed computational problems. Quantum information processing can be used to reduce the amount of communication required to carry out some distributed problems. We speak of pseudo-telepathy when it is able to completely eliminate the need for communication. Since it is generally very hard to perfectly implement a quantum winning strategy for a pseudo-telepathy game, quantum players are almost certain to make errors even though they use a winning strategy. After introducing a model for pseudo-telepathy games, we investigate the impact of erroneously performed unitary transformations on the quantum winning strategy for the Mermin-GHZ game. The question of how strong the unitary noise can be so that quantum players would still be better than classical ones is also dealt with.
DEFF Research Database (Denmark)
Nielsen, Rune; Løssing, Tobias
2004-01-01
Games, er ikke produktudvikling i traditionel forstand, men derimod en reflekteret designproces, der forsøger at optage spilteoretiske og HCI-relaterede problemstillinger. I denne artikel vil vi koncentrere os om udvalgte principielle overvejelser i udviklingen af især forhandlings- og debatspil, som...
Oliva, Constantino; Duca, Edward
2012-01-01
WHAT IS THE STORY behind our smart phones? Phone Story retraces the production stages of our favorite products, showing us the dramatic working conditions behind their assembly. It seems like Apple didn’t like it: the game is now banned from the App Store.
Lum, Lydia
2007-01-01
Around the country, disabled sports are often treated like second-class siblings to their able-bodied counterparts, largely because the latter bring in prestigious tournaments and bowl games, lucrative TV contracts and national exposure for top athletes and coaches. Because disabled people are so sparsely distributed in the general population, it…
van Bottenburg, Maarten
2001-01-01
Why is soccer the sport of choice in South America, while baseball has soared to popularity in the Carribean? How did cricket become India's national sport, while China is a stronghold of table tennis? In Global Games, Maarten van Bottenburg asserts that it is the 'hidden competition' of social and
DEFF Research Database (Denmark)
Helms, Niels Henrik
2012-01-01
at forsøge at beskrive nogle af de mekanismer, som gør, at nogle af disse kreative industrier bliver netop kreative og innovative, at de ikke alene kan klare sig, men også ændre og udvikle både indhold, form og organisering – at de bliver det der på managementsprog hedder game changers....
van Bottenburg, Maarten
2001-01-01
Why is soccer the sport of choice in South America, while baseball has soared to popularity in the Carribean? How did cricket become India's national sport, while China is a stronghold of table tennis? In Global Games, Maarten van Bottenburg asserts that it is the 'hidden competition' of social and
Institute of Scientific and Technical Information of China (English)
邢连香
2000-01-01
Do you know there are two kinds of football games? One is American football, the other is soccer. In China, many young people like playing soccer. It is very popular in China. But Chinese don't call it soccer, They call it football. There are eleven players in a team. And the ball is round.
Fletcher, Robert
2017-01-01
This article explores the role of digital (video and computer) games in the rise of what Büscher (2014) calls "nature 2.0": new web-related media that allow users to move beyond passive voyeurism to actively "co-create" or "prosume" the images and processes promoted by organizations committed to
DEFF Research Database (Denmark)
Heide Smith, Jonas; Tosca, Susana Pajares; Egenfeldt-Nielsen, Simon
From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews...... the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence. Throughout the book, the authors ask readers to consider...... larger questions about the medium: * What defines a video game? * Who plays games? * Why do we play games? * How do games affect the player? Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping...
The Quantum Monty Hall Problem
D'Ariano, G M; Keyl, M; Kümmerer, B; Maassen, H; Werner, R F
2002-01-01
We consider a quantum version of a well-known statistical decision problem, whose solution is, at first sight, counter-intuitive to many. In the quantum version a continuum of possible choices (rather than a finite set) has to be considered. It can be phrased as a two person game between a player P and a quiz master Q. Then P always has a strategy at least as good as in the classical case, while Q's best strategy results in a game having the same value as the classical game. We investigate the consequences of Q storing his information in classical or quantum ways. It turns out that Q's optimal strategy is to use a completely entangled quantum notepad, on which to encode his prior information.
Miller, Lee Dee; Shell, Duane; Khandaker, Nobel; Soh, Leen-Kiat
2011-01-01
Computer games have long been used for teaching. Current reviews lack categorization and analysis using learning models which would help instructors assess the usefulness of computer games. We divide the use of games into two classes: game playing and game development. We discuss the Input-Process-Outcome (IPO) model for the learning process when…
Prayaga, Lakshmi; Rasmussen, Karen L.
2008-01-01
Computer games are no longer just for entertainment; they have also become a useful instructional strategy for acquiring knowledge. When games are used for purposes other than strict entertainment they become serious games. The goal of serious games is to enable the player to learn a task, master a strategy or develop a skill. Serious games can be…
DEFF Research Database (Denmark)
Sicart (Vila), Miguel Angel
2008-01-01
This article defins game mechanics in relation to rules and challenges. Game mechanics are methods invoked by agents for interacting with the game world. I apply this definition to a comparative analysis of the games Rez, Every Extend Extra and Shadow of the Colossus that will show the relevance...... of a formal definition of game mechanics. Udgivelsesdato: Dec 2008...
DEFF Research Database (Denmark)
Sicart (Vila), Miguel Angel
2008-01-01
This article defins game mechanics in relation to rules and challenges. Game mechanics are methods invoked by agents for interacting with the game world. I apply this definition to a comparative analysis of the games Rez, Every Extend Extra and Shadow of the Colossus that will show the relevance...... of a formal definition of game mechanics. Udgivelsesdato: Dec 2008...
Reducing the number of questions in nonlocal games
Junge, M.; Oikhberg, T.; Palazuelos, C.
2016-10-01
We show how a vector-valued version of Schechtman's empirical method can be used to reduce the number of questions in a nonlocal game G while preserving the quotient β∗(G)/β(G) of the quantum over the classical bias. We apply our method to the Khot-Vishnoi game, with exponentially many questions per player, to produce a family of games indexed in n with polynomially many (N ≈ n8) questions and n answers per player so that the ratio of the quantum over the classical bias is Ω(n/log2 n).
Wilde, Mark M
2017-01-01
Developing many of the major, exciting, pre- and post-millennium developments from the ground up, this book is an ideal entry point for graduate students into quantum information theory. Significant attention is given to quantum mechanics for quantum information theory, and careful studies of the important protocols of teleportation, superdense coding, and entanglement distribution are presented. In this new edition, readers can expect to find over 100 pages of new material, including detailed discussions of Bell's theorem, the CHSH game, Tsirelson's theorem, the axiomatic approach to quantum channels, the definition of the diamond norm and its interpretation, and a proof of the Choi–Kraus theorem. Discussion of the importance of the quantum dynamic capacity formula has been completely revised, and many new exercises and references have been added. This new edition will be welcomed by the upcoming generation of quantum information theorists and the already established community of classical information theo...
Vongehr, Sascha
2012-01-01
Violations of Bell type inequalities in quantum experiments disprove all relativistic micro causal, classically real models. Desperate attempts at saving classicality retreated to claiming what Shimony calls a conspiracy. It is time to embrace the quantum paradigm instead of being stuck in defending it against positions on par with the belief in divinely planted fossils. However, different from 'quantum-magic' pseudoscience, there is resistance against quantum mechanics among scientific literate audiences, and it is growing. The Quantum Randi Challenge is designed to help scientists and educators discredit local realistic models and related attacks against quantum physics. Its 'Randi-type' properties are ensured via a simple computer game that can be made attractive and understandable to lay people. We introduce the general concept of a 'James Randi type' challenge as a tool for science outreach aimed against the spread of pseudoscience. This is a challenge which, according to the laws of nature as known to s...
不同初始状态下囚徒困境量子博弈模型研究%Quantum Prisoner’ s Dilemma Game Model under Different Initial State
Institute of Scientific and Technical Information of China (English)
张新立; 董婷婷; 何立红; 张恰元
2015-01-01
To discuss the effect on the evolutionary stability of the initial state ,using the Quantum game theory , the Prisoner ’ s Dilemma model , using Luca Marinatto and Tullio Weber ’ s quantization scheme , the Nash equilibrium results of the prisoner ’ s dilemma under different initial state was calculated and their evolution stability was discussed .Under different initial state ,the evolution stability of the pure strategy and mixed strategy Nash equilibrium are changed .The initial state has an impact on the evolutionary stability .%为讨论初始状态对演化稳定性的影响。利用量子博弈相关理论，以囚徒困境模型为例，应用Luca Mari－natto和Tullio Weber的量子化方案进行量子化，求出不同初始状态下的囚徒困境纳什均衡解，并讨论其演化稳定性。得出：不同初始状态下，纯策略和混合策略纳什均衡解的稳定性都改变。量子初始状态对演化稳定性有影响。
Balthazar, Wagner F.; Huguenin, José A. O.; Schmidt, Alexandre G. M.
2015-12-01
We quantize the classical game of simultaneous two-person duel. In this game, the players Alice and Bob, have a two level system, for example, a spin 1/2 particle, which models alive and dead states. Through physical considerations we write up the unitary operator which represents the classical action of firing, which quantum mechanically is represented by flipping the opponent's spin and test its classical limits. We study three representative special cases of such duel where players start the duel: both alive; in a Bell state; and when one of them has her skills decreasing along the duel. We also present a proposal of experimental realization of this quantum game using twin photons produced by spontaneous parametric down conversion.
Competitive Centipede Games: Zero-End Payoffs and Payoff Inequality Deter Reciprocal Cooperation
Directory of Open Access Journals (Sweden)
Eva M. Krockow
2015-08-01
Full Text Available Reciprocal cooperation can be studied in the Centipede game, in which two players alternate in choosing between a cooperative GO move and a non-cooperative STOP move. GO sustains the interaction and increases the player pair’s total payoff while incurring a small personal cost; STOP terminates the interaction with a favorable payoff to the defector. We investigated cooperation in four Centipede games differing in their payoffs at the game’s end (positive versus zero and payoff difference between players (moderate versus high difference. The games shared the same game-theoretic solution, therefore they should have elicited identical decision patterns, according to orthodox game theory. Nevertheless, both zero-end payoffs and high payoff inequality were found to reduce cooperation significantly. Contrary to previous predictions, combining these two factors in one game resulted in a slight weakening of their independent deterrent effects. These findings show that small changes in the payoff function have large and significant effects on cooperation, and that the effects do not combine synergistically.
What eye movements can tell about theory of mind in a strategic game.
Directory of Open Access Journals (Sweden)
Ben Meijering
Full Text Available This study investigates strategies in reasoning about mental states of others, a process that requires theory of mind. It is a first step in studying the cognitive basis of such reasoning, as strategies affect tradeoffs between cognitive resources. Participants were presented with a two-player game that required reasoning about the mental states of the opponent. Game theory literature discerns two candidate strategies that participants could use in this game: either forward reasoning or backward reasoning. Forward reasoning proceeds from the first decision point to the last, whereas backward reasoning proceeds in the opposite direction. Backward reasoning is the only optimal strategy, because the optimal outcome is known at each decision point. Nevertheless, we argue that participants prefer forward reasoning because it is similar to causal reasoning. Causal reasoning, in turn, is prevalent in human reasoning. Eye movements were measured to discern between forward and backward progressions of fixations. The observed fixation sequences corresponded best with forward reasoning. Early in games, the probability of observing a forward progression of fixations is higher than the probability of observing a backward progression. Later in games, the probabilities of forward and backward progressions are similar, which seems to imply that participants were either applying backward reasoning or jumping back to previous decision points while applying forward reasoning. Thus, the game-theoretical favorite strategy, backward reasoning, does seem to exist in human reasoning. However, participants preferred the more familiar, practiced, and prevalent strategy: forward reasoning.
What eye movements can tell about theory of mind in a strategic game.
Meijering, Ben; van Rijn, Hedderik; Taatgen, Niels A; Verbrugge, Rineke
2012-01-01
This study investigates strategies in reasoning about mental states of others, a process that requires theory of mind. It is a first step in studying the cognitive basis of such reasoning, as strategies affect tradeoffs between cognitive resources. Participants were presented with a two-player game that required reasoning about the mental states of the opponent. Game theory literature discerns two candidate strategies that participants could use in this game: either forward reasoning or backward reasoning. Forward reasoning proceeds from the first decision point to the last, whereas backward reasoning proceeds in the opposite direction. Backward reasoning is the only optimal strategy, because the optimal outcome is known at each decision point. Nevertheless, we argue that participants prefer forward reasoning because it is similar to causal reasoning. Causal reasoning, in turn, is prevalent in human reasoning. Eye movements were measured to discern between forward and backward progressions of fixations. The observed fixation sequences corresponded best with forward reasoning. Early in games, the probability of observing a forward progression of fixations is higher than the probability of observing a backward progression. Later in games, the probabilities of forward and backward progressions are similar, which seems to imply that participants were either applying backward reasoning or jumping back to previous decision points while applying forward reasoning. Thus, the game-theoretical favorite strategy, backward reasoning, does seem to exist in human reasoning. However, participants preferred the more familiar, practiced, and prevalent strategy: forward reasoning.
Authoring of digital games via card games
DEFF Research Database (Denmark)
Valente, Andrea; Marchetti, Emanuela
2014-01-01
Literature and previous studies show that creative play is easy to emerge when children interact with tangible, low-tech toys and games than with digital games. This paradoxical situation is linked to the long-standing problem of end-users (or players) authoring of digital contents and systems. We...... propose a new scenario in which trading card games help making sense and re-design computer games, to support players express themselves aesthetically and in a highly creative way. Our aim is to look for a middle ground between players becoming programmers and simply editing levels. The main contributions...... are to show how card games can represent digital games, how playful play can emerge in card games and digital games, and to begin defining a new way to express game behavior without the use of universal programming languages....
... Blood > Blood Donor Community > Games > Blood Type Game Blood Type Game This feature requires version 6 or later ... many points as possible by matching the appropriate blood type of a donor to the blood type of ...
... Teachers' Questionnaire MRI Play MRI the Magnetic Miracle Game About the game In the MRI imaging technique, strong magnets and ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...
Play the Electrocardiogram Game
... and Work Teachers' Questionnaire Electrocardiogram Play the ECG Game About the game ECG is used for diagnosing heart conditions by ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...
Psychological games of entangled players
Zak, Michail
2012-01-01
The paper introduces a new approach to theory of differential games in which entangled players try to predict and influence actions of their adversaries. The entanglement is generated be a joint probability density known by the players. Incase of complex density, its imaginary part represents a measure of uncertainty of the density distribution. The novelty of the approach is in non-Newtonian mathematical formalism thatis based upon a behavioral model of Livings. The model is quantum-inspired: it represented by a modified Madelung equation which the quantum potential is replaced by different, specially chosen "computational" potential. It consists of motor dynamics simulating actual behavior of the object, and mental dynamics representing evolution of the corresponding knowledge-based and incorporating this knowledge in the for m of information flows into the motor dynamics. Due to feedback from mental dynamics, motor dynamics attains quantum-like properties: its trajectory splits into a family of different t...
DEFF Research Database (Denmark)
Kiniry, Joseph Roland; Zimmerman, Daniel
2011-01-01
---falls every year and any mention of mathematics in the classroom seems to frighten students away. So the question is: How do we attract new students in computing to the area of dependable software systems? Over the past several years at three universities we have experimented with the use of computer games...... as a target domain for software engineering project courses that focus on reliable systems engineering. This position paper summarizes our experiences in incorporating rigorous software engineering into courses whose projects include computer games.......In recent years, several Grand Challenges (GCs) of computing have been identified and expounded upon by various professional organizations in the U.S. and England. These GCs are typically very difficult problems that will take many hundreds, or perhaps thousands, of man-years to solve. Researchers...
DEFF Research Database (Denmark)
Ejsing-Duun, Stine
2011-01-01
This chapter analyses the relationship between players, the game world, and the ordinary world in alternative reality games (ARGs) and location-based games (LBGs). These games use technology to create a game world in the everyday scene. The topic of this chapter is the concept of the 'magic circle......', which defines the relationship between play and the ordinary world, and how this concept relates to a new kind of game....
DEFF Research Database (Denmark)
Ejsing-Duun, Stine
2011-01-01
This chapter analyses the relationship between players, the game world, and the ordinary world in alternative reality games (ARGs) and location-based games (LBGs). These games use technology to create a game world in the everyday scene. The topic of this chapter is the concept of the 'magic circle......', which defines the relationship between play and the ordinary world, and how this concept relates to a new kind of game....
A quantum relativistic battle of the sexes cellular automaton
Alonso-Sanz, Ramón; Situ, Haozhen
2017-02-01
The effect of variable entangling on the dynamics of a spatial quantum relativistic formulation of the iterated battle of the sexes game is studied in this work. The game is played in the cellular automata manner, i.e., with local and synchronous interaction. The game is assessed in fair and unfair contests. Despite the full range of quantum parameters initially accessible, they promptly converge into fairly stable configurations, that often show rich spatial structures in simulations with no negligible entanglement.
DEFF Research Database (Denmark)
Gammeltoft-Hansen, Thomas
This book offers an in-depth examination of the strategic use of State sovereignty in contemporary European and international affairs and the consequences of this for authority relations in Europe and beyond. It suggests a new approach to the study of State sovereignty, proposing to understand th...... the use of sovereignty as games where States are becoming more instrumental in their claims to sovereignty and skilled in adapting it to the challenges that they face....
Biased causal inseparable game
Bhattacharya, Some Sankar
2015-01-01
Here we study the \\emph{causal inseparable} game introduced in [\\href{http://www.nature.com/ncomms/journal/v3/n10/full/ncomms2076.html}{Nat. Commun. {\\bf3}, 1092 (2012)}], but it's biased version. Two separated parties, Alice and Bob, generate biased bits (say input bit) in their respective local laboratories. Bob generates another biased bit (say decision bit) which determines their goal: whether Alice has to guess Bob's bit or vice-verse. Under the assumption that events are ordered with respect to some global causal relation, we show that the success probability of this biased causal game is upper bounded, giving rise to \\emph{biased causal inequality} (BCI). In the \\emph{process matrix} formalism, which is locally in agreement with quantum physics but assume no global causal order, we show that there exist \\emph{inseparable} process matrices that violate the BCI for arbitrary bias in the decision bit. In such scenario we also derive the maximal violation of the BCI under local operations involving tracele...
Games, theory and applications
Thomas, L C
2011-01-01
Anyone with a knowledge of basic mathematics will find this an accessible and informative introduction to game theory. It opens with the theory of two-person zero-sum games, two-person non-zero sum games, and n-person games, at a level between nonmathematical introductory books and technical mathematical game theory books. Succeeding sections focus on a variety of applications - including introductory explanations of gaming and meta games - that offer nonspecialists information about new areas of game theory at a comprehensible level. Numerous exercises appear with full solutions, in addition
Directory of Open Access Journals (Sweden)
A. Andrade
2015-11-01
Full Text Available Due to hardware limitations at the origin of the video game industry, each new game was generally coded from the ground up. Years later, from the evolution of hardware and the need for quick game development cycles, spawned the concept of game engine. A game engine is a reusable software layer allowing the separation of common game concepts from the game assets (levels, graphics, etc.. This paper surveys fourteen different game engines relevant today, ranging from the industry-level to the newcomer-friendlier ones.
Beasley, John D
2006-01-01
""Mind-exercising and thought-provoking.""-New ScientistIf playing games is natural for humans, analyzing games is equally natural for mathematicians. Even the simplest of games involves the fundamentals of mathematics, such as figuring out the best move or the odds of a certain chance event. This entertaining and wide-ranging guide demonstrates how simple mathematical analysis can throw unexpected light on games of every type-games of chance, games of skill, games of chance and skill, and automatic games.Just how random is a card shuffle or a throw of the dice? Is bluffing a valid poker strat
DEFF Research Database (Denmark)
Petersson, Eva; Brown, David
This anthology on games for rehabilitation contains a serious chapters on game methods and apps or research that compares game systems or modified games or interface devices (Wii, Eyetoy, Kinect, DDR) applied across all areas of clinical care and clinically focused research.......This anthology on games for rehabilitation contains a serious chapters on game methods and apps or research that compares game systems or modified games or interface devices (Wii, Eyetoy, Kinect, DDR) applied across all areas of clinical care and clinically focused research....
Parents Educators MENU Home Videos Games & Apps Activities Sparky Firetrucks Parents Educators Firetrucks Videos Games Sparky Apps Activities The name and image of Sparky are registered trademarks ...
Buffered Simulation Games for Büchi Automata
Directory of Open Access Journals (Sweden)
Milka Hutagalung
2014-05-01
Full Text Available Simulation relations are an important tool in automata theory because they provide efficiently computable approximations to language inclusion. In recent years, extensions of ordinary simulations have been studied, for instance multi-pebble and multi-letter simulations which yield better approximations and are still polynomial-time computable. In this paper we study the limitations of approximating language inclusion in this way: we introduce a natural extension of multi-letter simulations called buffered simulations. They are based on a simulation game in which the two players share a FIFO buffer of unbounded size. We consider two variants of these buffered games called continuous and look-ahead simulation which differ in how elements can be removed from the FIFO buffer. We show that look-ahead simulation, the simpler one, is already PSPACE-hard, i.e. computationally as hard as language inclusion itself. Continuous simulation is even EXPTIME-hard. We also provide matching upper bounds for solving these games with infinite state spaces.
Algorithms for Omega-Regular Games with Imperfect Information
Chatterjee, Krishnendu; Henzinger, Thomas A; Raskin, Jean-Francois
2006-01-01
We study observation-based strategies for two-player turn-based games on graphs with omega-regular objectives. An observation-based strategy relies on imperfect information about the history of a play, namely, on the past sequence of observations. Such games occur in the synthesis of a controller that does not see the private state of the plant. Our main results are twofold. First, we give a fixed-point algorithm for computing the set of states from which a player can win with a deterministic observation-based strategy for any omega-regular objective. The fixed point is computed in the lattice of antichains of state sets. This algorithm has the advantages of being directed by the objective and of avoiding an explicit subset construction on the game graph. Second, we give an algorithm for computing the set of states from which a player can win with probability 1 with a randomized observation-based strategy for a Buechi objective. This set is of interest because in the absence of perfect information, randomized...
Heterogenous allocation of chips promotes fairness in the Ultimatum Game
Chen, Wei; Wu, Te; Li, Zhiwu; Wu, Naiqi; Wang, Long
2015-03-01
In an economic Ultimatum Game, two players interact to decide how to split a certain amount of money. The proposer formulates an allocation scheme to divide the sum, and the responder's decision is, either adoption, in which case both players are rewarded in accordance with the scheme, or rejection, in which case neither player is benefited. The economic theory and game theory predict that a rational proposer will offer his opponent a minimal but nonzero share and the responder will admit this scheme. However, this prediction is impractical in real situations and abundant experiments and theories are presented to resolve the discrepancy. Here, we concentrate on investigating the impact of heterogenous allocation of the chips on the evolution of fairness in the framework of the evolutionary game theory. The proposer has the privilege to offer the amount of the chips and make the allocation resolution to the responder. Interestingly, it is found that fairness prevails when the proposer is courageous enough to offer more chips to unsuccessful opponents. Moreover, we find that an amplifying group interaction enlarges the effects of heterogenous allocation of the chips on the evolution of fairness.
Guaranteed successful strategies for a square achievement game on an n by n grid
Jenrich, Thomas
2011-01-01
At some places (see the references) Martin Erickson describes a certain game: "Two players alternately write O's (first player) and X's (second player) in the unoccupied cells of an n x n grid. The first player (if any) to occupy four cells at the vertices of a square with horizontal and vertical sides is the winner." Then he asks "What is the outcome of the game given optimal play?" or "What is the smallest n such that the first player has a winning strategy?" For n lower than 3 a win is obviously impossible. The aim of this article and the additionally (in the source package) provided computer program SQRGAME is to give and prove sure strategies for the second player not to lose if n is 3 or 4, and for the first player to win if n is 5.
The standard set game of a cooperative game
Bumb, A.F.; Hoede, C.
2003-01-01
We show that for every cooperative game a corresponding set game can be defined, called the standard set game. Values for set games can be applied to this standard game and determine allocations for the cooperative game. On the other hand, notions for cooperative games, like the Shapley value, the
A group search games problem and solving for fixed target%一类对固定目标的集群搜寻对策问题及求解
Institute of Scientific and Technical Information of China (English)
吴晓平; 刘子瑞; 邵立周
2001-01-01
In this paper, the search game models of the search-evade antagonistic is set up with the method of the game theory and the knowledge of the search theory, the results of the models are analysed, the optimal strategies and its application about two players are discussed.%利用集群搜索对策的理论与方法，建立了集群对固定目标的一类搜索对策模型，给出了集群的ε-最优搜寻策略，并考虑了其在搜索过程中的应用.
Games as a platform for student participation in authentic scientific research
DEFF Research Database (Denmark)
Magnussen, Rikke; Hansen, Sidse Damgaard; Planke, Tilo
2014-01-01
This paper presents results from the design and testing of an educational version of Quantum Moves, a Scientific Discovery Game that allows players to help solve authentic scientific challenges in the effort to develop a quantum computer. The primary aim of developing a game-based platform...... for student-research collaboration is to investigate if and how this type of game concept can strengthen authentic experimental practice and the creation of new knowledge in science education. Researchers and game developers tested the game in three separate high school classes (Class 1, 2, and 3). The tests....... In questionnaires conducted in the two first test classes students found that the aspects of doing “real scientific research” and solving physics problems were the more interesting aspects of playing the game. However, designing a game that facilitates professional research collaboration while simultaneously...
Mobile Game for Learning Bacteriology
Sugimura, Ryo; Kawazu, Sotaro; Tamari, Hiroki; Watanabe, Kodai; Nishimura, Yohei; Oguma, Toshiki; Watanabe, Katsushiro; Kaneko, Kosuke; Okada, Yoshihiro; Yoshida, Motofumi; Takano, Shigeru; Inoue, Hitoshi
2014-01-01
This paper treats serious games. Recently, one of the game genres called serious game has become popular, which has other purposes besides enjoyments like education, training and so on. Especially, learning games of the serious games seem very attractive for the age of video games so that the authors developed a mobile game for learning…
DEFF Research Database (Denmark)
Hansen, Kristoffer Arnsfelt; Ibsen-Jensen, Rasmus; Podolskii, Vladimir V.;
2013-01-01
For matrix games we study how small nonzero probability must be used in optimal strategies. We show that for image win–lose–draw games (i.e. image matrix games) nonzero probabilities smaller than image are never needed. We also construct an explicit image win–lose game such that the unique optimal...
Gee, James Paul
2013-01-01
Today there is a great deal of interest in and a lot of hype about using video games in schools. Video games are a new silver bullet. Games can create good learning because they teach in powerful ways. The theory behind game-based learning is not really new, but a traditional and well-tested approach to deep and effective learning, often…
Learning with Calculator Games
Frahm, Bruce
2013-01-01
Educational games provide a fun introduction to new material and a review of mathematical algorithms. Specifically, games can be designed to assist students in developing mathematical skills as an incidental consequence of the game-playing process. The programs presented in this article are adaptations of board games or television shows that…
DEFF Research Database (Denmark)
Hendricks, Vincent F.
Game Theory is a collection of short interviews based on 5 questions presented to some of the most influential and prominent scholars in game theory. We hear their views on game theory, its aim, scope, use, the future direction of game theory and how their work fits in these respects....
... and Work Teachers' Questionnaire Malaria Play the Mosquito Game Play the Parasite Game About the games Malaria is one of the world's most common ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...
DEFF Research Database (Denmark)
Hansen, Kristoffer Arnsfelt; Ibsen-Jensen, Rasmus; Podolskii, Vladimir V.
2013-01-01
For matrix games we study how small nonzero probability must be used in optimal strategies. We show that for image win–lose–draw games (i.e. image matrix games) nonzero probabilities smaller than image are never needed. We also construct an explicit image win–lose game such that the unique optimal...
Gee, James Paul
2013-01-01
Today there is a great deal of interest in and a lot of hype about using video games in schools. Video games are a new silver bullet. Games can create good learning because they teach in powerful ways. The theory behind game-based learning is not really new, but a traditional and well-tested approach to deep and effective learning, often…
DEFF Research Database (Denmark)
Petersson, Eva; Brown, David
This anthology on games for rehabilitation contains a serious chapters on game methods and apps or research that compares game systems or modified games or interface devices (Wii, Eyetoy, Kinect, DDR) applied across all areas of clinical care and clinically focused research....
Learning with Calculator Games
Frahm, Bruce
2013-01-01
Educational games provide a fun introduction to new material and a review of mathematical algorithms. Specifically, games can be designed to assist students in developing mathematical skills as an incidental consequence of the game-playing process. The programs presented in this article are adaptations of board games or television shows that…
Environmental Games and Simulations.
Eckman, Tom, Comp.
This publication consists of a lengthy list of environmental games (35) on the market today, their source and purchase price. Included is a description of the major changes the types of games have undergone. The first group of games resembled closely ordinary board games with success dependent on skill and/or chance rather than understanding of…
Au, Wagner James
2012-01-01
Wagner James Au is an author, consultant, and game designer, and was lead writer/mission designer for City of Eternals, a Facebook-based MMO acquired by Electronic Arts. He's written on the subject of gaming for Inside Social Games, Kotaku, and Wired. His blog New World Notes (nwn.blogs.com) covers gaming, 3D technology, and virtual culture.
DEFF Research Database (Denmark)
Kristiansen, Erik
2011-01-01
Playing games of any kind, from tennis to board games, it is easy to notice that games are configured in space, often using stripes or a kind of map on a board. Some games are clearly performed within this marked border, while it may be difficult to pinpoint such a visual border in a game like hi...... to introduce a spatial model of the game performance comprising a primary and secondary game space. I will show how new game genres can profit from using this model when designing new games.......Playing games of any kind, from tennis to board games, it is easy to notice that games are configured in space, often using stripes or a kind of map on a board. Some games are clearly performed within this marked border, while it may be difficult to pinpoint such a visual border in a game like hide...... into the concept of the “magic circle” by Salen and Zimmerman (2003), as an understanding of playing games as a kind of alternate reality. When a person enters the magic circle of a game, the player suddenly finds himself in another world, where artefacts are given new meaning and where other rules apply...
DEFF Research Database (Denmark)
Hendricks, Vincent F.
Game Theory is a collection of short interviews based on 5 questions presented to some of the most influential and prominent scholars in game theory. We hear their views on game theory, its aim, scope, use, the future direction of game theory and how their work fits in these respects....
Colorado State Div. of Wildlife, Denver.
This booklet is intended to familiarize the reader with game birds typical of Colorado. Discussions in English and Spanish are presented. Discussions cover the management of game birds, individual game bird species, and endangered species of birds related to game birds. (RE)
Schneiderman, Ellen
1990-01-01
This article presents a rationale and ways to use communication games in written form to entice deaf children to try new forms of language. It emphasizes the importance of using communicative teaching methods and considering students' communicative adequacy rather than form. Games include picture/object matching games and bingo/lotto games. (JDD)
DEFF Research Database (Denmark)
Hanghøj, Thorkild
2013-01-01
This chapter outlines theoretical and empirical perspectives on how Game-Based Teaching can be integrated within the context of formal schooling. Initially, this is done by describing game scenarios as models for possible actions that need to be translated into curricular knowledge practices...... approaches to game-based teaching, which may or may not correspond with the pedagogical models of particular games....
Linear game non-contextuality and Bell inequalities—a graph-theoretic approach
Rosicka, M.; Ramanathan, R.; Gnaciński, P.; Horodecki, K.; Horodecki, M.; Horodecki, P.; Severini, S.
2016-04-01
We study the classical and quantum values of a class of one- and two-party unique games, that generalizes the well-known XOR games to the case of non-binary outcomes. In the bipartite case the generalized XOR (XOR-d) games we study are a subclass of the well-known linear games. We introduce a ‘constraint graph’ associated to such a game, with the constraints defining the game represented by an edge-coloring of the graph. We use the graph-theoretic characterization to relate the task of finding equivalent games to the notion of signed graphs and switching equivalence from graph theory. We relate the problem of computing the classical value of single-party anti-correlation XOR games to finding the edge bipartization number of a graph, which is known to be MaxSNP hard, and connect the computation of the classical value of XOR-d games to the identification of specific cycles in the graph. We construct an orthogonality graph of the game from the constraint graph and study its Lovász theta number as a general upper bound on the quantum value even in the case of single-party contextual XOR-d games. XOR-d games possess appealing properties for use in device-independent applications such as randomness of the local correlated outcomes in the optimal quantum strategy. We study the possibility of obtaining quantum algebraic violation of these games, and show that no finite XOR-d game possesses the property of pseudo-telepathy leaving the frequently used chained Bell inequalities as the natural candidates for such applications. We also show this lack of pseudo-telepathy for multi-party XOR-type inequalities involving two-body correlation functions.
Directory of Open Access Journals (Sweden)
Anton Sukhov
2015-10-01
Full Text Available This article devoted to the search of relevant sources (primary and secondary and characteristics of computer games that allow to include them in the field of art (such as the creation of artistic games, computer graphics, active interaction with other forms of art, signs of spiritual aesthetic act, own temporality of computer games, “aesthetic illusion”, interactivity. In general, modern computer games can be attributed to commercial art and popular culture (blockbuster games and to elite forms of contemporary media art (author’s games, visionary games.
Game Development in Unity : Game Production, Game Mechanics and the Effects of Gaming
Dansie, Jason
2013-01-01
The goal of this thesis is to examine how video games are designed and to see how differ-ent game mechanics work and how to use them in the development of a game, as well as examine what are both the positive and negative effects games have on adults and children. This thesis looks at how games in general are developed in Unity, a 3D game engine which has become not only popular but a standard in the gaming industry. The thesis describes how the interface in Unity is used to quickly gene...
Does the Quantum Player Always Win the Classical One?
Institute of Scientific and Technical Information of China (English)
ZHAO Hai-Jun; FANG Xi-Ming
2004-01-01
@@ We study quantum games in which the players have different strategic spaces. We find that the player who can use a quantum strategic space does not always possess more payoffs than the player who is restricted to apply only classical strategies. We find the condition of the classical player getting more payoffs than the quantum player. We also find that the game exhibits intriguing structures.
The Uses of Teaching Games in Game Theory Classes and Some Experimental Games.
Shubik, Martin
2002-01-01
Discusses the use of lightly controlled games, primarily in classes in game theory. Considers the value of such games from the viewpoint of both teaching and experimentation and discusses context; control; pros and cons of games in teaching; experimental games; and games in class, including cooperative game theory. (Author/LRW)
Deterministic Graphical Games Revisited
DEFF Research Database (Denmark)
Andersson, Daniel; Hansen, Kristoffer Arnsfelt; Miltersen, Peter Bro
2008-01-01
We revisit the deterministic graphical games of Washburn. A deterministic graphical game can be described as a simple stochastic game (a notion due to Anne Condon), except that we allow arbitrary real payoffs but disallow moves of chance. We study the complexity of solving deterministic graphical...... games and obtain an almost-linear time comparison-based algorithm for computing an equilibrium of such a game. The existence of a linear time comparison-based algorithm remains an open problem....
Bayesian Games with Intentions
Directory of Open Access Journals (Sweden)
Adam Bjorndahl
2016-06-01
Full Text Available We show that standard Bayesian games cannot represent the full spectrum of belief-dependent preferences. However, by introducing a fundamental distinction between intended and actual strategies, we remove this limitation. We define Bayesian games with intentions, generalizing both Bayesian games and psychological games, and prove that Nash equilibria in psychological games correspond to a special class of equilibria as defined in our setting.
Quantum approach to Bertrand duopoly
Fraçkiewicz, Piotr; Sładkowski, Jan
2016-09-01
The aim of the paper is to study the Bertrand duopoly example in the quantum domain. We use two ways to write the game in terms of quantum theory. The first one adapts the Li-Du-Massar scheme for the Cournot duopoly. The second one is a simplified model that exploits a two qubit entangled state. In both cases, we focus on finding Nash equilibria in the resulting games. Our analysis allows us to take another look at the classic model of Bertrand.
The Prisoner's Dilemma: Introducing Game Theory
Shaw, Doug J.; Miller, Catherine M.
2015-01-01
Since 1950, the Prisoner's Dilemma has intrigued economists and amused fans of mathematics. It presents a situation in which two players acting to their own advantage do not do as well together as two players whose actions oppose their individual interests--hence, the dilemma. Variations of the Prisoner's Dilemma have appeared in diverse…
Game Factors and Game-Based Learning Design Model
Yen-Ru Shi; Ju-Ling Shih
2015-01-01
How to design useful digital game-based learning is a topic worthy of discussion. Past research focused on specific game genres design, but it is difficult to use when the target game genre differs from the default genres used in the research. This study presents macrodesign concepts that elucidates 11 crucial game-design factors, including game goals, game mechanism, game fantasy, game value, interaction, freedom, narrative, sensation, challenges, sociality, and mystery. We clearly define ea...
DEFF Research Database (Denmark)
Kiniry, Joseph Roland; Zimmerman, Daniel
2011-01-01
In recent years, several Grand Challenges (GCs) of computing have been identified and expounded upon by various professional organizations in the U.S. and England. These GCs are typically very difficult problems that will take many hundreds, or perhaps thousands, of man-years to solve. Researchers...... involved in identifying these problems are not going to solve them. That task will fall to our students, and our students' students. Unfortunately for GC6, the Grand Challenge focusing on Dependable Systems Evolution, interest in formal methods---both by students and within computer science faculties......---falls every year and any mention of mathematics in the classroom seems to frighten students away. So the question is: How do we attract new students in computing to the area of dependable software systems? Over the past several years at three universities we have experimented with the use of computer games...
DEFF Research Database (Denmark)
Kristiansen, Erik
2014-01-01
What. Urban Games are games that take place in the real-world of the players, and which make use of the properties of the city. Alternate Reality Games (ARGs) are urban games that pretend to be conspiracy theories that really are happening in the life of the players. The games are experienced...... through events, challenges and collaborative puzzle solving and may evolve through the engagement of the players. This new design method, Aulaia, addresses the design of urban games in the form of ARGs. Along with the design method several examples from real world ARGs are given. Why. ARGs and other urban...... games are usually large and complicated undertakings, which require many coordinated activities in order to make successful games. This design method secures a structured approach, not only for the design of the game, but also for the launch and running. ARGs develop along with the players and require...
Quantum inferring acausal structures and the Monty Hall problem
Kurzyk, Dariusz; Glos, Adam
2016-09-01
This paper presents a quantum version of the Monty Hall problem based upon the quantum inferring acausal structures, which can be identified with generalization of Bayesian networks. Considered structures are expressed in formalism of quantum information theory, where density operators are identified with quantum generalization of probability distributions. Conditional relations between quantum counterpart of random variables are described by quantum conditional operators. Presented quantum inferring structures are used to construct a model inspired by scenario of well-known Monty Hall game, where we show the differences between classical and quantum Bayesian reasoning.
DEFF Research Database (Denmark)
Bjørner, Thomas; Hansen, Charina Benedikte Søgaard
2010-01-01
When designing games with learning purposes used in a classroom, there often occur problems about the lack of learning content or the lack of game contents. Other disadvantages of existing educational games are the difficulty to provide a continual balance between the challenge and the pupils...... games, and to integrate teachers, pupils and game designers needs and requirements. To set up these design principles for educational games we have used a holistic perspective. This means that the design principles must be seen in coherence within the social and physical environment. The design...
DEFF Research Database (Denmark)
Iversen, Sara Mosberg
2016-01-01
Digital games are still to a great degree considered a medium mainly for young boys. However, available statistics on Western media use show that this is far from the case. Increasingly, people of all ages and genders play digital games, also older adults in their early 60s and beyond. The aim...... of the book is to examine, analyse and discuss: 1) What older adults do with digital games and what meanings the use of digital games take on in the everyday life of older adults; 2) How older adults are perceived by society in relation to digital games; 3) How play and games can be used both...
Implementing Game Cinematography
DEFF Research Database (Denmark)
Burelli, Paolo
2015-01-01
Cinematographic games are a rising genre in the computer games industry and an increasing number of titles published include some aspects of cinematography in the gameplay or the storytelling. At present state, camera handling in computer games is managed primarily through custom scripts and anim......Cinematographic games are a rising genre in the computer games industry and an increasing number of titles published include some aspects of cinematography in the gameplay or the storytelling. At present state, camera handling in computer games is managed primarily through custom scripts...
Archetypal Game Recommender Systems
DEFF Research Database (Denmark)
Sifa, Rafet; Bauckhage, C.; Drachen, Anders
2014-01-01
Contemporary users (players, consumers) of digital games have thousands of products to choose from, which makes nding games that t their interests challenging. Towards addressing this challenge, in this paper two dierent formulations of Archetypal Analysis for Top-L recommender tasks using implicit...... feedback are presented: factor- and neighborhood-oriented models. These form the rst application of rec- ommender systems to digital games. Both models are tested on a dataset of 500,000 users of the game distribution platform Steam, covering game ownership and playtime data across more than 3000 games...
Silva, Vladimir
2010-01-01
Do you remember landmark games like Wolfenstein 3D, Doom, and Asteroids? Well, here's an exciting opportunity to build and/or port these games to one of the hottest mobile and netbooks platforms today: Google's Android. Pro Android Games teaches you how to build cool games like Space Blaster and the classic Asteroids from scratch on the latest Android platform. This book also shows you how to port other classic freeware/shareware games like Doom and Wolfenstein 3D from C using the Java Native Interface (JNI) for Android. This book is all about a unique perspective in Android game development:
DEFF Research Database (Denmark)
Marchetti, Emanuela; Valente, Andrea
2014-01-01
top games). Therefore, we propose here a middle ground between digital and traditional table top games, so to grant children more freedom to express themselves, articulate their understanding and difficulties individually or socially; this approach is an alternative to the current trend of associating...... programming with digital creativity. In our preliminary study we transposed a digital game into a card game and observed students while shifting between playing and design thinking. Results from this study suggest that the notion of altering a digital game through a card-based transposition of the same game...
Evolution of fairness in the dictator game by multilevel selection.
Schank, Jeffrey C; Smaldino, Paul E; Miller, Matt L
2015-10-01
The most perplexing experimental results on fairness come from the dictator game where one of two players, the dictator, decides how to divide a resource with an anonymous player. The dictator, acting self-interestedly, should offer nothing to the anonymous second player, but in experimental studies, dictators offer much more than nothing. We developed a multilevel selection model to explain why people offer more than nothing in the dictator game. We show that fairness can evolve when population structure emerges from the aggregation and limited dispersal of offspring. We begin with an analytical model that shows how fair behavior can benefit groups by minimizing within-group variance in resources and thereby increasing group fitness. To investigate the generality of this result, we developed an agent-based model with agents that have no information about other agents. We allowed agents to aggregate into groups and evolve different levels of fairness by playing the dictator game for resources to reproduce. This allowed multilevel selection to emerge from the spatiotemporal properties of individual agents. We found that the population structure that emerged under low population densities was most conducive to the evolution of fairness, which is consistent with group selection as a major evolutionary force. We also found that fairness only evolves if resources are not too scarce relative to the lifespan of agents. We conclude that the evolution of fairness could evolve under multilevel selection. Thus, our model provides a novel explanation for the results of dictator game experiments, in which participants often fairly split a resource rather than keeping it all for themselves.
Extortion under uncertainty: Zero-determinant strategies in noisy games.
Hao, Dong; Rong, Zhihai; Zhou, Tao
2015-05-01
Repeated game theory has been one of the most prevailing tools for understanding long-running relationships, which are the foundation in building human society. Recent works have revealed a new set of "zero-determinant" (ZD) strategies, which is an important advance in repeated games. A ZD strategy player can exert unilateral control on two players' payoffs. In particular, he can deterministically set the opponent's payoff or enforce an unfair linear relationship between the players' payoffs, thereby always seizing an advantageous share of payoffs. One of the limitations of the original ZD strategy, however, is that it does not capture the notion of robustness when the game is subjected to stochastic errors. In this paper, we propose a general model of ZD strategies for noisy repeated games and find that ZD strategies have high robustness against errors. We further derive the pinning strategy under noise, by which the ZD strategy player coercively sets the opponent's expected payoff to his desired level, although his payoff control ability declines with the increase of noise strength. Due to the uncertainty caused by noise, the ZD strategy player cannot ensure his payoff to be permanently higher than the opponent's, which implies dominant extortions do not exist even under low noise. While we show that the ZD strategy player can still establish a novel kind of extortions, named contingent extortions, where any increase of his own payoff always exceeds that of the opponent's by a fixed percentage, and the conditions under which the contingent extortions can be realized are more stringent as the noise becomes stronger.
Games on Games. Game Design as Critical Reflexive Practice
Directory of Open Access Journals (Sweden)
Giovanni Caruso
2016-11-01
Full Text Available Can video game design be compared to more formalized practices of scientific research or speculation within game studies? And, by virtue of an intellectual leap that in itself calls for discussion, can video games be considered as an efficient vehicle for the presentation of certain kinds of knowledge, in the same way in which papers, conference presentations, and books are? What Ratto defines as critical making (2011, the practice of producing artifacts of different sorts in order to supplement and extend critical reflection, may apply to video games as well. Forms of research through design (Zimmerman, Forlizzi and Evenson, 2007, of carpentry (Bogost, 2012, and speculative design (Dunne and Raby, 2013 have been analyzed, discussed, and maybe most importantly, put into practice in different fields of cultural and scientific production. To address this gap and to map the current (and future state of self-reflexive games, we asked both researchers and designers to imagine an application of these concepts to video games. Paraphrasing Zimmerman, Forlizzi and Evenson, what does research through game design might mean? What epistemological insights can we derive from the act of designing, making and playing video games?
Generalized xor games with d outcomes and the task of nonlocal computation
Ramanathan, Ravishankar; Augusiak, Remigiusz; Murta, Gláucia
2016-02-01
Two-party xor games (correlation Bell inequalities with two outcomes per party) are the most studied Bell inequalities, and one of the few classes for which the optimal quantum value is known to be exactly calculable. We study a natural generalization of the binary xor games to the class of linear games with d >2 outcomes, and propose an easily computable bound on the quantum value of these games. Many interesting properties such as the impossibility of a quantum strategy to win these games, and the quantum bound on the CHSH game generalized to d outcomes are derived. We also use the proposed bound to prove a large-alphabet generalization of the principle of no quantum advantage in nonlocal computation, showing that quantum theory provides no advantage in the task of nonlocal distributed computation of a class of functions with d outcomes for prime d , while general no-signaling boxes do. This task is one of the information-theoretic principles attempting to characterize the set of quantum correlations from amongst general no-signaling ones.
Games as a Platform for Student Participation in Authentic Scientific Research
Magnussen, Rikke; Planke, Tilo; Sherson, Jacob Friis
2015-01-01
This paper presents results from the design and testing of an educational version of Quantum Moves, a Scientific Discovery Game that allows players to help solve authentic scientific challenges in the effort to develop a quantum computer. The primary aim of developing a game-based platform for student-research collaboration is to investigate if and how this type of game concept can strengthen authentic experimental practice and the creation of new knowledge in science education. Researchers and game developers tested the game in three separate high school classes. The tests were documented using video observations of students playing the game, qualitative interviews, and qualitative and quantitative questionnaires. The focus of the tests has been to study players motivation and their experience of learning through participation in authentic scientific inquiry. In questionnaires conducted in the two first test classes students found that the aspects of doing real scientific research and solving physics problem...
Evolutionary Prisoner's Dilemma Game Based on Division of Work
Institute of Scientific and Technical Information of China (English)
LI Zhi-Hua; WANG Bing-Hong; LIU Run-Ran; YANG Han-Xin
2009-01-01
We propose a new two-type-player prisoner's dilemma game based on the division of work on a square lattice, in which a fraction of the population μ are assigned type A and the rest B.In a one-shot two-player game, we let both of their original payoffs be scaled by a same multiplicative factor α > 1, if two neighboring players are of different types; however we leave the payoffs unchanged if they are of the same type.Then we show that combined with the two-type setup, the square lattice can assist to induce different social ranks according to players' abilities to collect payoffs.Simulation results show that the density of cooperation is significantly promoted for a wide range of the temptation to defection parameters and that there are optimal values for both α and μ leading to the maximal cooperation level.We reach these results by analyzing the distribution of the players in the social ranks and we also show some typical snapshots of the system.
Infection Spreading and Source Identification: A Hide and Seek Game
Luo, Wuqiong; Tay, Wee Peng; Leng, Mei
2016-08-01
The goal of an infection source node (e.g., a rumor or computer virus source) in a network is to spread its infection to as many nodes as possible, while remaining hidden from the network administrator. On the other hand, the network administrator aims to identify the source node based on knowledge of which nodes have been infected. We model the infection spreading and source identification problem as a strategic game, where the infection source and the network administrator are the two players. As the Jordan center estimator is a minimax source estimator that has been shown to be robust in recent works, we assume that the network administrator utilizes a source estimation strategy that can probe any nodes within a given radius of the Jordan center. Given any estimation strategy, we design a best-response infection strategy for the source. Given any infection strategy, we design a best-response estimation strategy for the network administrator. We derive conditions under which a Nash equilibrium of the strategic game exists. Simulations in both synthetic and real-world networks demonstrate that our proposed infection strategy infects more nodes while maintaining the same safety margin between the true source node and the Jordan center source estimator.
A Secure Communication Game with a Relay Helping the Eavesdropper
Yuksel, Melda; Erkip, Elza; 10.1109/TIFS.2011.2125956
2011-01-01
In this work a four terminal complex Gaussian network composed of a source, a destination, an eavesdropper and a jammer relay is studied under two different set of assumptions: (i) The jammer relay does not hear the source transmission, and (ii) The jammer relay is causally given the source message. In both cases the jammer relay assists the eavesdropper and aims to decrease the achievable secrecy rates. The source, on the other hand, aims to increase it. To help the eavesdropper, the jammer relay can use pure relaying and/or send interference. Each of the problems is formulated as a two-player, non-cooperative, zero-sum continuous game. Assuming Gaussian strategies at the source and the jammer relay in the first problem, the Nash equilibrium is found and shown to be achieved with mixed strategies in general. The optimal cumulative distribution functions (cdf) for the source and the jammer relay that achieve the value of the game, which is the Nash equilibrium secrecy rate, are found. For the second problem, ...
On the path-avoidance vertex-coloring game
Mütze, Torsten
2011-01-01
For any graph $F$ and any integer $r\\geq 2$, the \\emph{online vertex-Ramsey density of $F$ and $r$}, denoted $m^*(F,r)$, is a parameter defined via a deterministic two-player Ramsey-type game (Painter vs.\\ Builder). This parameter was introduced in a recent paper \\cite{mrs11}, where it was shown that the online vertex-Ramsey density determines the threshold of a similar probabilistic one-player game (Painter vs.\\ the binomial random graph $G_{n,p}$). For a large class of graphs $F$, including cliques, cycles, complete bipartite graphs, hypercubes, wheels, and stars of arbitrary size, a simple greedy strategy is optimal for Painter and closed formulas for $m^*(F,r)$ are known. In this work we show that for the case where $F=P_\\ell$ is a (long) path, the picture is very different. It is not hard to see that $m^*(P_\\ell,r)= 1-1/k^*(P_\\ell,r)$ for an appropriately defined integer $k^*(P_\\ell,r)$, and that the greedy strategy gives a lower bound of $k^*(P_\\ell,r)\\geq \\ell^r$. We construct and analyze Painter strat...
DEFF Research Database (Denmark)
Marchetti, Emanuela; Valente, Andrea
2014-01-01
In this paper we argue that there is a need for digital games that could be easy to alter by young learners. Unfortunately it was found that digital games do not enable children to express their creativity at full, in contrast with low-fidelity prototypes and non-digital toys (such as card or table...... top games). Therefore, we propose here a middle ground between digital and traditional table top games, so to grant children more freedom to express themselves, articulate their understanding and difficulties individually or socially; this approach is an alternative to the current trend of associating...... programming with digital creativity. In our preliminary study we transposed a digital game into a card game and observed students while shifting between playing and design thinking. Results from this study suggest that the notion of altering a digital game through a card-based transposition of the same game...
Haney, Stephen
2015-01-01
If you wish to create and publish fun iOS games using Swift, then this book is for you. You should be familiar with basic programming concepts. However, no prior game development or Apple ecosystem experience is required.
Vermont Center for Geographic Information — Point locations of big game reporting stations. Big game reporting stations are places where hunters can legally report harvested deer, bear, or turkey. These are...
... Questionnaire Tuberculosis Play Tuberculosis Experiments & Discoveries About the game Discover and experience some of the classic methods ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...
DEFF Research Database (Denmark)
Sharp, John
Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists’ use of Exquisite Corpse and other games, Duchamp’s obsession with Chess, and Fluxus event scores and boxes—to name just a few examples. Over the past fifteen years, the synthesis of art...... and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games...... and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice...
DEFF Research Database (Denmark)
Marchetti, Emanuela; Valente, Andrea
2014-01-01
In this paper we argue that there is a need for digital games that could be easy to alter by young learners. Unfortunately it was found that digital games do not enable children to express their creativity at full, in contrast with low-fidelity prototypes and non-digital toys (such as card or table...... top games). Therefore, we propose here a middle ground between digital and traditional table top games, so to grant children more freedom to express themselves, articulate their understanding and difficulties individually or socially; this approach is an alternative to the current trend of associating...... programming with digital creativity. In our preliminary study we transposed a digital game into a card game and observed students while shifting between playing and design thinking. Results from this study suggest that the notion of altering a digital game through a card-based transposition of the same game...
Warnars, Spits; Kingdom, United; 10.5121/ijcsit.2010.2310
2010-01-01
In this Information system age many organizations consider information system as their weapon to compete or gain competitive advantage or give the best services for non profit organizations. Game Information System as combining Information System and game is breakthrough to achieve organizationsâ performance. The Game Information System will run the Information System with game and how game can be implemented to run the Information System. Game is not only for fun and entertainment, but will be a challenge to combine fun and entertainment with Information System. The Challenge to run the information system with entertainment, deliver the entertainment with information system all at once. Game information system can be implemented in many sectors as like the information system itself but in differenceâs view. A view of game which people can joy and happy and do their transaction as a fun things.
Directory of Open Access Journals (Sweden)
Niklas Schrape
2014-09-01
Full Text Available James Lovelock’s vision of Earth as a living cybernetic system is popular again. The surprising new preacher of Gaia is Bruno Latour. He uses the concept to refer to a holistic understanding of Earth, in which mankind is situated as integral part. Gaia becomes the catalyst and fundament for his philosophical attempt to design a new believe-system in the time of ecological crisis. But the concept of Gaia is characterised by a tension between the idea of a powerful but indifferent nature and a grandiose vision of total control over it. This tension reveals itself to be deeply rooted in cybernetic thought. It is not only apparent in Lovelock’s own writing, but also in simulation programs based on the Gaia hypothesis such as the Daisyworld model and the computer game “SimEarth: The Living Planet” (1991. The article will distinguish Lovelock’s from Latour’s concept of Gaia and relate them to first- and second order cybernetics as well as to two different approaches to computer simulation: system dynamics and cellular automata.
Directory of Open Access Journals (Sweden)
Dmitrii D. Lozovanu
2005-10-01
Full Text Available We study the max-min paths problem, which represents a game version of the shortest and the longest paths problem in a weighted directed graph. In this problem the vertex set V of the weighted directed graph G=(V,E is divided into two disjoint subsets VA and VB which are regarded as positional sets of two players. The players are seeking for a directed path from the given starting position ν 0 to the final position ν f , where the first player intends to maximize the integral cost of the path while the second one has aim to minimize it. Polynomial-time algorithm for determining max-min path in networks is proposed and its application for solving zero value cyclic games is developed. Mathematics Subject Classification 2000: 90B10, 90C35, 90C27.
Ubiquitous Quantum Structure From Psychology to Finance
Khrennikov, Andrei Y
2010-01-01
Quantum-like structure is present practically everywhere. Quantum-like (QL) models, i.e. models based on the mathematical formalism of quantum mechanics and its generalizations can be successfully applied to cognitive science, psychology, genetics, economics, finances, and game theory. This book is not about quantum mechanics as a physical theory. The short review of quantum postulates is therefore mainly of historical value: quantum mechanics is just the first example of the successful application of non-Kolmogorov probabilities, the first step towards a contextual probabilistic description of natural, biological, psychological, social, economical or financial phenomena. A general contextual probabilistic model (Växjö model) is presented. It can be used for describing probabilities in both quantum and classical (statistical) mechanics as well as in the above mentioned phenomena. This model can be represented in a quantum-like way, namely, in complex and more general Hilbert spaces. In this way quantum prob...
Oman, Marko
2012-01-01
This thesis describes educational games and two different technologies used to develop games. It describes the development process and use of educational games in general, also it describes what kind of educational games we know. It Presents HTML5 and Flash technologies, and some programming languages and programs that this two technologies are using. It desribes differences in the way of the development process and display of the final product in both technologies and it describes the adv...
Ortiz, Luis E.
2015-01-01
Potential games, originally introduced in the early 1990's by Lloyd Shapley, the 2012 Nobel Laureate in Economics, and his colleague Dov Monderer, are a very important class of models in game theory. They have special properties such as the existence of Nash equilibria in pure strategies. This note introduces graphical versions of potential games. Special cases of graphical potential games have already found applicability in many areas of science and engineering beyond economics, including ar...
Browne, Cameron
2011-01-01
The book describes the world's first successful experiment in fully automated board game design. Evolutionary methods were used to derive new rule sets within a custom game description language, and self-play trials used to estimate each derived game's potential to interest human players. The end result is a number of new and interesting games, one of which has proved popular and gone on to be commercially published.
Oman, Marko
2012-01-01
This thesis describes educational games and two different technologies used to develop games. It describes the development process and use of educational games in general, also it describes what kind of educational games we know. It Presents HTML5 and Flash technologies, and some programming languages and programs that this two technologies are using. It desribes differences in the way of the development process and display of the final product in both technologies and it describes the adv...
1968-12-01
n-Person Games, Ph.D. Thesis, Princeton University, June 1953. 5. Gillies, D. B., "Solutions to general non-zero-sum games," Annals of Mathematics Study...Economic Review). 22. Shubik, M., "Edgeworth market games, Annals of Mathematics Study 40 (1959), 267-278. 23. von Neumann, J., and 0. Morgenstern, Theory... of . Mathematics Study 40 (1959), 145-162; also The RAND Corporation, P-1392, June 1958. 16. , Values of Large Games - VII: A General Exchange Economv
Promotion of cooperation induced by discriminators in the spatial multi-player donor-recipient game
Cui, Guang-Hai; Wang, Zhen; Ren, Jian-Kang; Lu, Kun; Li, Ming-Chu
2016-11-01
Although the two-player donor-recipient game has been used extensively in studying cooperation in social dilemmas, the scenario in which a donor can simultaneously donate resources to multiple recipients is also common in human societies, economic systems, and social networks. This paper formulates a model of the multi-player donor-recipient game considering a multi-recipient scenario. The promotion of cooperation is also studied by introducing a discriminative cooperation strategy into the game, which donates resources to recipients in proportion to their previous donations with a cost for the collection of information. The evolutionary dynamics of individual strategies are explored in homogeneous and heterogeneous scenarios by leveraging spatial evolutionary game theory. The results show that in a homogeneous scenario, defectors can dominate the network at the equilibrium state only when the cost-to-benefit ratio (R) of donated resources is large. In a heterogeneous scenario, three strategies can coexist all the time within the range of R that was studied, and the promotion of cooperation is more effective when the values of R are smaller. Results from a single node evolution and the formation of local patterns of interaction are provided, and it is analytically shown that discriminators can maintain fairness in resource donation and guarantee long-term cooperation when R is not too large.
MODELLING THE INTERACTION IN GAME SPORTS - RELATIVE PHASE AND MOVING CORRELATIONS
Directory of Open Access Journals (Sweden)
Martin Lames
2006-12-01
Full Text Available Model building in game sports should maintain the constitutive feature of this group of sports, the dynamic interaction process between the two parties. For single net/wall games relative phase is suggested to describe the positional interaction between the two players. 30 baseline rallies in tennis were examined and relative phase was calculated by Hilbert transform from the two time-series of lateral displacement and trajectory in the court respectively. Results showed that relative phase indicates some aspects of the tactical interaction in tennis. At a more abstract level the interaction between two teams in handball was studied by examining the relationship of the two scoring processes. Each process can be conceived as a random walk. Moving averages of the scoring probabilities indicate something like a momentary strength. A moving correlation (length = 20 ball possessions describes the momentary relationship between the teams' strength. Evidence was found that this correlation is heavily time-dependent, in almost every single game among the 40 examined ones we found phases with a significant positive as well as significant negative relationship. This underlines the importance of a dynamic view on the interaction in these games.
A Process Model of Quantum Mechanics
Sulis, William
2014-01-01
A process model of quantum mechanics utilizes a combinatorial game to generate a discrete and finite causal space upon which can be defined a self-consistent quantum mechanics. An emergent space-time M and continuous wave function arise through a non-uniform interpolation process. Standard non-relativistic quantum mechanics emerges under the limit of infinite information (the causal space grows to infinity) and infinitesimal scale (the separation between points goes to zero). The model has th...
DEFF Research Database (Denmark)
Hansen, Poul H. Kyvsgård; Mikkola, Juliana Hsuan
2007-01-01
is the application of on-line games in order to provide training for decision makers and in order to generate overview over the implications of platform decisions. However, games have to be placed in a context with other methods and we argue that a mixture of games, workshops, and simulations can provide improved...
DEFF Research Database (Denmark)
Smith, Rachel Charlotte; Christensen, Kasper Skov; Iversen, Ole Sejer;
2016-01-01
We introduce Video Design Games to train educators in teaching design. The Video Design Game is a workshop format consisting of three rounds in which participants observe, reflect and generalize based on video snippets from their own practice. The paper reports on a Video Design Game workshop...
Alparslan-Gok, S.Z.; Brânzei, R.; Tijs, S.H.
2008-01-01
In this paper big boss interval games are introduced and various characterizations are given. The structure of the core of a big boss interval game is explicitly described and plays an important role relative to interval-type bi-monotonic allocation schemes for such games. Specifically, each element
Fiestras-Janeiro, G.; Borm, P.E.M.; van Megen, F.J.C.
1996-01-01
This paper introduces the notion of protective equilibrium in the context of fin ite games in strategic form.It shows that for matrix games the set of protective equilibria equals the set of proper equilibria.Moreover, in the context of bima trix games, the notion of protective behaviour is used as
DEFF Research Database (Denmark)
Jessen, Jari Due; Jessen, Carsten
2014-01-01
When interacting with computer games, users are forced to follow the rules of the game in return of the excitement, joy, fun, or other pursued experiences. In this paper, we investigate how games achieve these experiences in the perspective of Actor Network Theory (ANT). Based on a qualitative st...
Educational Games for Learning
Noemí, Peña-Miguel; Máximo, Sedano Hoyuelos
2014-01-01
The introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also…
2011-06-01
for Families of Returning Veterans Using Emotionally Responsive Avatars Ron Goldman, Kognito, Inc. Games for Shoppers : Brainstorming Play at...Nutrition Education with Online Game Experiences Sally Schmidt & Jori Clarke, Circle1Network Camp Eatapita: A Nutrition Game for Young Kids Steve
Richardson, Will
2012-01-01
The idea of learning through games isn't necessarily new. In fact, over the past decade, researchers have been espousing the use of games to help both children and adults learn. But it's only been recently that games have begun to make serious inroads into classrooms. As the world becomes more and more driven by mobile apps and tablet…
DEFF Research Database (Denmark)
Marchetti, Emanuela; Valente, Andrea
2015-01-01
game into a trading card game, to investigate the potential of the approach: as expected, students participating to the study shifted between playing and design thinking. The card-based model introduced in this paper works full circle: it enables learners to go from digital games to cards and back...
Wagner, Paul A.; Penner, Janet
1982-01-01
Gaming (the use of formal games for specific academic purposes) is a method for teaching formal thinking processes that is particularly suited to the gifted student. Various games can be used to develop deductive reasoning, the concept of subsets, inductive reasoning, and attention to detail. (Author/SW)
DeQuadros, Miguel
2015-01-01
If you want to create your own game, but don't know where to start, this is the book for you. Whether you've used GameSalad before, or have prior game development experience or not you are sure to learn! Imaging software experience, such as Photoshop, is good to have, but art and assets are provided in the book's resources.
DEFF Research Database (Denmark)
Marchetti, Emanuela; Valente, Andrea
2015-01-01
In this paper we consider the problem of making design of digital games accessible to primary school children and their teachers, and we argue for the need of digital games that are easy to alter by young learners. We know from previous research projects that digital games do not enable children ...
Remmele, Bernd
2017-01-01
The paper first outlines a differentiation of play/game-motivations that include "negative" attitudes against the play/game itself like cheating or spoilsporting. This problem is of particular importance in concern of learning games because they are not "played" for themselves--at least in the first place--but due to an…
DEFF Research Database (Denmark)
Hansen, Poul H. Kyvsgård; Mikkola, Juliana Hsuan
2007-01-01
is the application of on-line games in order to provide training for decision makers and in order to generate overview over the implications of platform decisions. However, games have to be placed in a context with other methods and we argue that a mixture of games, workshops, and simulations can provide improved...
... by You are here Home » Games and Quizzes Games and Quizzes Facebook Twitter Tumblr Shares · 56 quiz ... Year’s Relationship Resolution Be? Shares · 6 Comments · 0 game Block Party Shares · 36 Comments · 0 quiz Should ...
DEFF Research Database (Denmark)
Smith, Rachel Charlotte; Christensen, Kasper Skov; Iversen, Ole Sejer
We introduce Video Design Games to train educators in teaching design. The Video Design Game is a workshop format consisting of three rounds in which participants observe, reflect and generalize based on video snippets from their own practice. The paper reports on a Video Design Game workshop...
Gaydos, Matthew; Harris, Shannon; Squire, Kurt
2016-01-01
Player responses to a brief survey gauging their understanding of content after playing an educational game, "Virulent," are presented. Response accuracy was higher for picture-based questions than text-based questions, despite the presentation of both within the game. Given that games may present educational content in multiple ways…
de Bruin, B.P.
2005-01-01
Game theory is the mathematical study of strategy and conflict. It has wide applications in economics, political science, sociology, and, to some extent, in philosophy. Where rational choice theory or decision theory is concerned with individual agents facing games against nature, game theory deals
Educational Game Development Models
Directory of Open Access Journals (Sweden)
Mehmet Emin Korkusuz
2013-12-01
Full Text Available Recent research on the subject shows that students spend more time on computer games than other activities such as reading book or watching TV. It is possible that this time-consuming activity can become much more effective by educator-game sector cooperation. Which type of game students prefer mostly; how the educational content can be articulated the games without diminishing the playability and enjoyableness of it; and the impact of the competition in the games on process and students are just several titles examined in the studies. This scope presents the types of computer game, qualities of educational games, and educational games designs which are recommended for developing educational games. It also presents a set of knowledge about the importance of educational games in mathematics and physic education, and some studies on this field. In the scope, some strategies, about educational game development process, are recommended educators and software developers in the sector who intend to develop educational games based on the literature.
Peeters, R.J.A.P.; Potters, J.A.M.
1999-01-01
Standard game-theoretic solution concepts do not guarantee meaningful commu- nication in cheap-talk games. In this paper, we define a solution concept which guarantees communication for a large class of games by designing a behavior pro- tocol which the receiver uses to judge messages sent by the
Resource Allocation Games: A Priming Game for a Series of Instructional Games (The POE Game).
Allen, Layman E.
This paper describes in detail the paper-and-pencil POE (Pelham Odd 'R Even) game, in which units of space are the allocated resources. The game is designed to provide an introduction to the rule structure common to the games of EQUATIONS, WFF 'N PROOF, and ON-SENTS & NON-SENTS. Techniques of playing POE, including goals, solutions, moves, scoring…
Authoring of digital games via card games
DEFF Research Database (Denmark)
Valente, Andrea; Marchetti, Emanuela
2014-01-01
propose a new scenario in which trading card games help making sense and re-design computer games, to support players express themselves aesthetically and in a highly creative way. Our aim is to look for a middle ground between players becoming programmers and simply editing levels. The main contributions...
DEFF Research Database (Denmark)
Pedersen, Mads Kock; Skyum, Birk; Heck, Robert
2016-01-01
and gamification into a learning path for quantum mechanics at the advanced university level. StudentResearcher is build upon experiences made from workshops with the citizen science game Quantum Moves at the high-school and university level, where the games was used to extensively to illustrate the basic concepts...
DEFF Research Database (Denmark)
Pedersen, Mads Kock; Skyum, Birk; Heck, Robert
2015-01-01
and gamification into a learning path for quantum mechanics at the advanced university level. StudentResearcher is build upon experiences made from workshops with the citizen science game Quantum Moves at the high-school and university level, where the games was used to extensively to illustrate the basic concepts...
Population Games, Stable Games, and Passivity
Directory of Open Access Journals (Sweden)
Michael J. Fox
2013-10-01
Full Text Available The class of “stable games”, introduced by Hofbauer and Sandholm in 2009, has the attractive property of admitting global convergence to equilibria under many evolutionary dynamics. We show that stable games can be identified as a special case of the feedback-system-theoretic notion of a “passive” dynamical system. Motivated by this observation, we develop a notion of passivity for evolutionary dynamics that complements the definition of the class of stable games. Since interconnections of passive dynamical systems exhibit stable behavior, we can make conclusions about passive evolutionary dynamics coupled with stable games. We show how established evolutionary dynamics qualify as passive dynamical systems. Moreover, we exploit the flexibility of the definition of passive dynamical systems to analyze generalizations of stable games and evolutionary dynamics that include forecasting heuristics as well as certain games with memory.
Shapley's value for fuzzy games
Directory of Open Access Journals (Sweden)
Raúl Alvarado Sibaja
2009-02-01
Full Text Available This is the continuation of a previous article titled "Fuzzy Games", where I defined a new type of games based on the Multilinear extensions f, of characteristic functions and most of standard theorems for cooperative games also hold for this new type of games: The fuzzy games. Now we give some other properties and the extension of the definition of Shapley¨s Value for Fuzzy Games Keywords: game theory, fuzzy sets, multiattribute decisions.
Ahmed, Zeeshan
2010-01-01
Designing and developing quality based computer game is always a challenging task for developers. In this paper I briefly discuss aero fighting war game based on simple 2D gaming concepts and developed in C & C++ programming languages, using old bitmapping concepts. Going into the details of the game development, I discuss the designed strategies, flow of game and implemented prototype version of game, especially for beginners of game programming.
From board games to teambuilding
Mikoláš, Jiří
2012-01-01
The Outline of the development and history of a board game. The Mapping of the contemporary situation in the field of board games. Cultural, social and psychological aspects of playing board games. Defence of the stand that board games are not marginal subject beside modern sorts of amusement e.g. computer games. The Classification of modern board games with regard to their dominant cultural background and origin. The sociological survey on board games and motivation to their playing in the s...
2012-01-01
This thesis answers the question of how, and what, people communicate to each other while playing games. The presented conclusions offer guidance to computer game developers on what means of communication they should support in games in order to provide better possibilities for interaction between people that play games together. The data for this study was collected from two sources: the first was during LinCon, an annual game convention in Linköping, and consists of four players playing a g...
Burgun, Keith
2015-01-01
Only by finding and focusing on a core mechanism can you further your pursuit of elegance in strategy game design.Clockwork Game Design is the most functional and directly applicable theory for game design. It details the clockwork game design pattern, which focuses on building around fundamental functionality. You can then use this understanding to prescribe a system for building and refining your rulesets. A game can achieve clarity of purpose by starting with a strong core, then removing elements that conflict with that core while adding elements that support it.Filled with examples and exe
Institute of Scientific and Technical Information of China (English)
孟静
2007-01-01
Grammar learning has often been regarded as a structure based activity .Grammar games which are worth paying attention to and implementing in the classroom can help learner to learn and recall a grammar material in a pleasant, entertaining way and motivate learners,promote the communicative competence and generate the fluency. In this essay, the author compares the use of games in learning grammar with some traditional techniques for grammar presentation and revision, in order to find the advantages of using games. Also the author discusses how to choose appropriate games and when to use games.
Batscha, Catherine
2002-09-01
This article gives instructions for designing a visually attractive, entertaining, faculty-led computer game for pharmacology review in a nursing education program. The game uses Microsoft PowerPoint, a presentation program that is inexpensive, easy to master, and widely available. Instructions for using Visual Basic for Applications to customize the game are included to allow tracking questions asked and the score of groups playing the game. The game can be easily adapted to material by specific nursing programs with access to PowerPoint.
Action Investment Energy Games
DEFF Research Database (Denmark)
Larsen, Kim Guldstrand; Laursen, Simon; Srba, Jiri
2012-01-01
We introduce the formalism of action investment energy games where we study the trade-off between investments limited by given budgets and resource constrained (energy) behavior of the underlying system. More specifically, we consider energy games extended with costs of enabling actions and fixed...... budgets for each player. We ask the question whether for any Player 2 investment there exists a Player 1 investment such that Player 1 wins the resulting energy game. We study the action investment energy game for energy intervals with both upper and lower bounds, and with a lower bound only, and give...... a complexity results overview for the problem of deciding the winner in the game....
DEFF Research Database (Denmark)
Pedersen, Mads Kock; Svenningsen, Anette; Dohn, Niels Bonderup
2016-01-01
in the higher levels of education. In order to obtain this intuition repeated practice is required. This paper presents the development of DiffGame, which consists of a series of exercises that introduce the basic principles of differentiation for high-school students through game-like elements. DiffGame have...... been tested with 117 first-year students from a single Danish high school, who did not have any prior training in differentiation. The students’ learning was assessed by the data obtained directly from DiffGame. The test demonstrated the efficacy of DiffGame, since students at all levels demonstrate...
Brassard, Gilles; Broadbent, Anne; Tapp, Alain
2005-11-01
Quantum information processing is at the crossroads of physics, mathematics and computer science. It is concerned with that we can and cannot do with quantum information that goes beyond the abilities of classical information processing devices. Communication complexity is an area of classical computer science that aims at quantifying the amount of communication necessary to solve distributed computational problems. Quantum communication complexity uses quantum mechanics to reduce the amount of communication that would be classically required. Pseudo-telepathy is a surprising application of quantum information processing to communication complexity. Thanks to entanglement, perhaps the most nonclassical manifestation of quantum mechanics, two or more quantum players can accomplish a distributed task with no need for communication whatsoever, which would be an impossible feat for classical players. After a detailed overview of the principle and purpose of pseudo-telepathy, we present a survey of recent and no-so-recent work on the subject. In particular, we describe and analyse all the pseudo-telepathy games currently known to the authors.
Hoefer, Martin
2008-01-01
This paper studies the effects of introducing altruistic agents into atomic congestion games. Altruistic behavior is modeled by a trade-off between selfish and social objectives. In particular, we assume agents optimize a linear combination of personal delay of a strategy and the resulting increase in social cost. Our model can be embedded in the framework of congestion games with player-specific latency functions. Stable states are the Nash equilibria of these games, and we examine their existence and the convergence of sequential best-response dynamics. Previous work shows that for symmetric singleton games with convex delays Nash equilibria are guaranteed to exist. For concave delay functions we observe that there are games without Nash equilibria and provide a polynomial time algorithm to decide existence for symmetric singleton games with arbitrary delay functions. Our algorithm can be extended to compute best and worst Nash equilibria if they exist. For more general congestion games existence becomes NP...
Another frame, another game? : Explaining framing effects in economic games
Gerlach, Philipp; Jaeger, B.; Hopfensitz, A.; Lori, E.
2016-01-01
Small changes in the framing of games (i.e., the way in which the game situation is described to participants) can have large effects on players' choices. For example, referring to a prisoner's dilemma game as the "Community Game" as opposed to the "Wall Street Game" can double the cooperation rate
Expanding the Game Design Space
DEFF Research Database (Denmark)
Larsen, Lasse Juel; Majgaard, Gunver
2016-01-01
This article considers game design research in educational settings. Its focus is on how undergraduate students – particularly engineering students – learn computer game design. From observations conducted during our game design courses we have developed a model of expanded game design space......, providing a clear game design assignment that involves the formulation of intended player experience and a description of game mechanics. The second layer focuses on game design thinking from six different aspects of game design chosen in relation to the framing of the game design assignment. The third....... It encapsulates the entire development process from the first ideas to the final game with emphasis on game design thinking. Our model of expanded game design space consists of four separate – yet interconnected – layers in the process of game development. The first layer addresses the importance of framing...
Quantifying Engagement of Various Games
Xiong, Shuo; ZUO, Long; Chiewvanichakorn, Rachaya; Iida, Hiroyuki
2014-01-01
Game refinement idea is a unique theory that has been proposed based on the uncertainty of game outcome. A game refinement measure was derived from the game information progress model and has been applied in the traditional board games. The present challenge is to apply the game refinement theory in the domain of various games such as RTS(StarCraft II), MOBA(DotA), crane game and score limited sports. In conclusion, this paper makes contribution to apply game refinement theory in these new ar...
Quantum tic-tac-toe: A teaching metaphor for superposition in quantum mechanics
Goff, Allan
2006-11-01
Quantum tic-tac-toe was developed as a metaphor for the counterintuitive nature of superposition exhibited by quantum systems. It offers a way of introducing quantum physics without advanced mathematics, provides a conceptual foundation for understanding the meaning of quantum mechanics, and is fun to play. A single superposition rule is added to the child's game of classical tic-tac-toe. Each move consists of a pair of marks subscripted by the number of the move ("spooky" marks) that must be placed in different squares. When a measurement occurs, one spooky mark becomes real and the other disappears. Quantum tic-tac-toe illustrates a number of quantum principles including states, superposition, collapse, nonlocality, entanglement, the correspondence principle, interference, and decoherence. The game can be played on paper or on a white board. A Web-based version provides a refereed playing board to facilitate the mechanics of play, making it ideal for classrooms with a computer projector.
Gaming in Early Childhood Education.
Trueblood, Cecil R.; Yawkey, Thomas Daniels
This article discusses how developmental and behaviorist learning theories can be used to create educational games. The Piagetian rationale for the use of games is examined and three benefits of gaming are identified: (1) games are related to intellectual, socio-emotional, and motor learning in young children, (2) gaming requires aspects of…
Kearney, Paul; Pivec, Maja
2007-01-01
Sex and violence in video games is a social issue that confronts us all, especially as many commercial games are now being introduced for game-based learning in schools, and as such this paper polls teenage players about the rules their parents and teachers may or may not have, and surveys the gaming community, ie, game developers to parents, to…
Kearney, Paul; Pivec, Maja
2007-01-01
Sex and violence in video games is a social issue that confronts us all, especially as many commercial games are now being introduced for game-based learning in schools, and as such this paper polls teenage players about the rules their parents and teachers may or may not have, and surveys the gaming community, ie, game developers to parents, to…
Variable entangling in a quantum prisoner's dilemma cellular automaton
Alonso-Sanz, Ramón
2015-01-01
The effect of variable entangling on the dynamics of a spatial quantum formulation of the iterated prisoner's dilemma game is studied in this work. The game is played in the cellular automata manner, i.e., with local and synchronous interaction. The effect of spatial structure is assessed when allowing the players to adopt quantum and classical strategies, both in the two- and three-parameter strategy spaces.
Using Commercial Games to Design Teacher-Made Games for the Mathematics Classroom.
McBride, John W.; Lamb, Charles E.
1991-01-01
The use of commercial games to design and construct games to drill specific mathematics skills is discussed. Game types discussed include card games and board games. Two game boards adapted from "Chutes and Ladders" and "Battleship" are provided. (CW)
Game Analytics for Game User Research, Part 1
DEFF Research Database (Denmark)
Seif El-Nasr, Magy; Desurvire, Heather; Aghabeigi, Bardia;
2013-01-01
The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psychology, interaction design......The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psychology, interaction design...
Game Analytics for Game User Research, Part 1
DEFF Research Database (Denmark)
Seif El-Nasr, Magy; Desurvire, Heather; Aghabeigi, Bardia
2013-01-01
The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psychology, interaction design......The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psychology, interaction design...
Statistical properties for direction alignment and chasing of players in football games
Narizuka, Takuma
2016-01-01
Focusing on motion of two interacting players in football games, two velocity vectors for the pair of one player and the nearest opponent player exhibit strong alignment. Especially, we find that there exists a characteristic interpersonal distance $ r\\simeq 500 $ cm below which the circular variance for their alignment decreases rapidly. By introducing the order parameter $ \\phi $ in order to measure degree of alignment of players' velocity vectors, we also find that the angle distribution between the above nearest players' velocity vectors changes from the wrapped Cauchy to the mixture of von Mises and wrapped Cauchy distributions at $ \\phi\\simeq 0.7 $. To understand these findings, we construct a simple model with the following two rules: chasing between two players and the reset of the chasing. We numerically show that our model successfully reproduce the results obtained from the actual data. Moreover, from the numerical study, we find that there is another characteristic distance $ r\\simeq 1000 $ cm bel...
Stackelberg Interdependent Security Game in Distributed and Hierarchical Cyber-Physical Systems
Directory of Open Access Journals (Sweden)
Jiajun Shen
2017-01-01
Full Text Available With the integration of physical plant and network, cyber-physical systems (CPSs are increasingly vulnerable due to their distributed and hierarchical framework. Stackelberg interdependent security game (SISG is proposed for characterizing the interdependent security in CPSs, that is, the interactions between individual CPSs, which are selfish but nonmalicious with the payoff function being formulated from a cross-layer perspective. The pure-strategy equilibria for two-player symmetric SISG are firstly analyzed with the strategy gap between individual and social optimum being characterized, which is known as negative externalities. Then, the results are further extended to the asymmetric and m-player SISG. At last, a numerical case of practical experiment platform is analyzed for determining the comprehensively optimal security configuration for administrator.
... Nobel's Life and Work Teachers' Questionnaire The Blood Typing Game What happens if you get a blood ... learn about human blood types! Play the Blood Typing Game About this game Embed the Blood Typing ...
... Life and Work Teachers' Questionnaire The Blood Typing Game What happens if you get a blood transfusion ... of the game 2012 Winner of the Best Game Category by Swedish Learning Awards " The winner has ...
Contextuality in multipartie pseudo-telepathy graph games
Hoyer, Peter; Mhalla, Mehdi; Perdrix, Simon
2016-01-01
Analyzing pseudo-telepathy graph games, we propose a way to build contextuality scenarios exhibiting the quantum supremacy using graph states. We consider the combinatorial structures generating equivalent scenarios. We investigate which scenarios are more multipartite and show that there exist graphs generating scenarios with a linear multipartiteness width.
Directory of Open Access Journals (Sweden)
Ivo Vlaev
2007-12-01
Full Text Available We report an experiment exploring sequential context effects on strategy choices in one-shot Prisoner's Dilemma (PD game. Rapoport and Chammah (1965 have shown that some PDs are cooperative and lead to high cooperation rate, whereas others are uncooperative. Participants played very cooperative and very uncooperative games, against anonymous partners. The order in which these games were played affected their cooperation rate by producing perceptual contrast, which appeared only between the trials, but not between two separate sequences of games. These findings suggest that people may not have stable perceptions of absolute cooperativeness. Instead, they judge the cooperativeness of each fresh game only in relation to the previous game. The observed effects suggest that the principles underlying judgments about highly abstract magnitudes such as cooperativeness may be similar to principles governing the perception of sensory magnitudes.
DEFF Research Database (Denmark)
Hansen, Søren Tranberg
2011-01-01
in a number of countries is under pressure. Development of new types of technology which can secure self-sustainability and life quality for elderly has been suggested as way to diminish some of the problems caused by an ageing society. It has been shown that even a small amount of physical activity can...... spatio-temporal information about player behaviour - more specifically, I investigate three types of games each using a different control strategy. The first game is based on basic robot control which allows the robot to detect and follow a person. A field study in a rehabilitation centre and a nursing....... The robot facilitates interaction, and the study suggests that robot based games potentially can be used for training balance and orientation. The second game consists in an adaptive game algorithm which gradually adjusts the game challenge to the mobility skills of the player based on spatio...
DEFF Research Database (Denmark)
Bauckhage, C.; Drachen, Anders; Sifa, Rafet
2015-01-01
Recent years have seen a deluge of behavioral data from players hitting the game industry. Reasons for this data surge are many and include the introduction of new business models, technical innovations, the popularity of online games, and the increasing persistence of games. Irrespective...... of the causes, the proliferation of behavioral data poses the problem of how to derive insights therefrom. Behavioral data sets can be large, time-dependent and high-dimensional. Clustering offers a way to explore such data and to discover patterns that can reduce the overall complexity of the data. Clustering...... and other techniques for player profiling and play style analysis have, therefore, become popular in the nascent field of game analytics. However, the proper use of clustering techniques requires expertise and an understanding of games is essential to evaluate results. With this paper, we address game data...
DEFF Research Database (Denmark)
Marchetti, Emanuela; Valente, Andrea
2015-01-01
In this paper we consider the problem of making design of digital games accessible to primary school children and their teachers, and we argue for the need of digital games that are easy to alter by young learners. We know from previous research projects that digital games do not enable children...... to express their creativity at full, in contrast with low-fidelity prototypes and non-digital toys (such as card or table top games). Therefore, we propose here a novel approach that serves as a middle ground between digital and traditional table top games, and grants children more freedom to express...... themselves, articulate their understanding and difficulties both individually and socially. This approach, called card-based model for digital game design, is an alternative to the current trend of associating programming with digital creativity. A preliminary study was conducted by transposing a digital...
Karlin, Anna R
2016-01-01
This book presents a rigorous introduction to the mathematics of game theory without losing sight of the joy of the subject. This is done by focusing on theoretical highlights (e.g., at least six Nobel Prize winning results are developed from scratch) and by presenting exciting connections of game theory to other fields, such as computer science, economics, social choice, biology, and learning theory. Both classical topics, such as zero-sum games, and modern topics, such as sponsored search auctions, are covered. Along the way, beautiful mathematical tools used in game theory are introduced, including convexity, fixed-point theorems, and probabilistic arguments. The book is appropriate for a first course in game theory at either the undergraduate or graduate level, whether in mathematics, economics, computer science, or statistics. Game theory's influence is felt in a wide range of disciplines, and the authors deliver masterfully on the challenge of presenting both the breadth and coherence of its underlying ...
Li, Shu-Shen; Long, Gui-lu; Bai, Feng-Shan; Feng, Song-Lin; Zheng, Hou-Zhi
2001-01-01
Quantum computing is a quickly growing research field. This article introduces the basic concepts of quantum computing, recent developments in quantum searching, and decoherence in a possible quantum dot realization.
DEFF Research Database (Denmark)
Henriksen, Thomas Duus
2006-01-01
Learning games are facing a new challenge if it is to meet the educational demand for creativity training. In the article, it is argued that reflection is the key to teach creativity, and that we have to reconsider our current approach to creating educational role-playing games in order to meet...... this demand. The article presents a number of challenges to accomplishing this, as well as a number of tools for designing and using creativity facilitating games....
Hirsch, Richard
2007-01-01
Language has often been compared to the game of Chess. In this article, I claim that a productive analogy for linguistic interaction would be the Asian board game GO. I further explore common aspects of language use and creative play that we find in improvised ensemble music-making. What is said about language and games, and language and improvised music-making is then related to a discussion of linguistic interaction as constitutive of thought and mind.
DEFF Research Database (Denmark)
Henriksen, Thomas Duus
2006-01-01
Learning games are facing a new challenge if it is to meet the educational demand for creativity training. In the article, it is argued that reflection is the key to teach creativity, and that we have to reconsider our current approach to creating educational role-playing games in order to meet...... this demand. The article presents a number of challenges to accomplishing this, as well as a number of tools for designing and using creativity facilitating games....
Wolpert, David H.
2005-01-01
Probability theory governs the outcome of a game; there is a distribution over mixed strat.'s, not a single "equilibrium". To predict a single mixed strategy must use our loss function (external to the game's players. Provides a quantification of any strategy's rationality. Prove rationality falls as cost of computation rises (for players who have not previously interacted). All extends to games with varying numbers of players.
Beaulieu, Gabriel; Duchêne, Eric
2012-01-01
Coloring games are combinatorial games where the players alternate painting uncolored vertices of a graph one of $k > 0$ colors. Each different ruleset specifies that game's coloring constraints. This paper investigates six impartial rulesets (five new), derived from previously-studied graph coloring schemes, including proper map coloring, oriented coloring, 2-distance coloring, weak coloring, and sequential coloring. For each, we study the outcome classes for special cases and general computational complexity. In some cases we pay special attention to the Grundy function.
On productivity and game fandom
Hanna Wirman
2009-01-01
As a result of its unique characteristics as a technology and a medium, a computer game engages its players with several novel forms of coproductivity, such as modding, the making of machinima videos, and the writing of game play walkthroughs. Depending on the game, genre, and playing style, the player is either expected or encouraged to create game content and game-related texts of her own. This essay discusses the productive practices surrounding computer games, proposing five dimensions of...
DEFF Research Database (Denmark)
Aarseth, Espen
2012-01-01
In this article I present a narrative theory of games, building on standard narra-tology, as a solution to the conundrum that has haunted computer game studies from the start: How to approach software that combines games and stories?......In this article I present a narrative theory of games, building on standard narra-tology, as a solution to the conundrum that has haunted computer game studies from the start: How to approach software that combines games and stories?...
DEFF Research Database (Denmark)
Aarseth, Espen
2012-01-01
In this article I present a narrative theory of games, building on standard narra-tology, as a solution to the conundrum that has haunted computer game studies from the start: How to approach software that combines games and stories?......In this article I present a narrative theory of games, building on standard narra-tology, as a solution to the conundrum that has haunted computer game studies from the start: How to approach software that combines games and stories?...
Energy Technology Data Exchange (ETDEWEB)
Metzler, R [Institut fuer Theoretische Physik, Universitaet Wuerzburg, Am Hubland, D-97074 Wuerzburg (Germany)
2005-02-25
New branches of scientific disciplines often have a few paradigmatic models that serve as a testing ground for theories and a starting point for new inquiries. In the late 1990s, one of these models found fertile ground in the growing field of econophysics: the Minority Game (MG), a model for speculative markets that combined conceptual simplicity with interesting emergent behaviour and challenging mathematics. The two basic ingredients were the minority mechanism (a large number of players have to choose one of two alternatives in each round, and the minority wins) and limited rationality (each player has a small set of decision rules, and chooses the more successful ones). Combining these, one observes a phase transition between a crowded and an inefficient market phase, fat-tailed price distributions at the transition, and many other nontrivial effects. Now, seven years after the first paper, three of the key players-Damien Challet, Matteo Marsili and Yi-Cheng Zhang-have published a monograph that summarizes the current state of the science. The book consists of two parts: a 100-page overview of the various aspects of the MG, and reprints of many essential papers. The first chapters of Part I give a well-written description of the motivation and the history behind the MG, and then go into the phenomenology and the mathematical treatment of the model. The authors emphasize the 'physics' underlying the behaviour and give coherent, intuitive explanations that are difficult to extract from the original papers. The mathematics is outlined, but calculations are not carried out in great detail (maybe they could have been included in an appendix). Chapter 4 then discusses how and why the MG is a model for speculative markets, how it can be modified to give a closer fit to observed market statistics (in particular, reproducing the 'stylized facts' of fat-tailed distributions and volatility clustering), and what conclusions one can draw from the
Healthy Gaming - Video Game Design to promote Health.
Brox, E; Fernandez-Luque, L; Tøllefsen, T
2011-01-01
There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion.
Healthy Gaming – Video Game Design to promote Health
Brox, E.; Fernandez-Luque, L.; Tøllefsen, T.
2011-01-01
Background There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. Objective The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Methods Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. Results The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. Conclusion There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion. PMID:23616865
DEFF Research Database (Denmark)
Vila, Miguel Angel Sicart
2005-01-01
turn their users into blood thirsty zombies with a computer game learnt ability of aiming with deadly precision. The goal of this paper is to pay attention to the ethical nature of computer games, in order to understand better the ways we can evaluate their morality in western cultures providing...... a framework to understand some of these concerns. This paper poses questions about the ontology of games and their ethical meaning, in an attempt to give ethical theory a word in the analysis of computer games....
Digital Experience: Serious Games
DEFF Research Database (Denmark)
2006-01-01
hese days one of the buzzwords in computer game industry and research is ‘Serious Games’ – games where the actions of the player are not limited to the virtual world but are somehow related to the real world. Computer games can be strong environments for learning and training skills in the real...... world. Computer games can also be persuasive – they can be used for advertising (‘adver-gaming’) and induce the players to buy a particular product in the real world or they can propagate a particular political viewpoint or a critique of the real world. The area of ‘serious gaming’ is vast and varied....
DEFF Research Database (Denmark)
Borup Lynggaard, Aviaja
2006-01-01
This paper will examine how probes can be useful for game designers in the preliminary phases of a design process. The work is based upon a case study concerning pervasive mobile phone games where Mobile Game Probes have emerged from the project. The new probes are aimed towards a specific target...... group and the goal is to specify the probes so they will cover the most relevant areas for our project. The Mobile Game Probes generated many interesting results and new issues occurred, since the probes came to be dynamic and favorable for the process in new ways....
Directory of Open Access Journals (Sweden)
Katinka van der Kooij
2015-09-01
Full Text Available The application of games for behavioral change has seen a surge in popularity but evidence on the efficacy of these games is contradictory. Anecdotal findings seem to confirm their motivational value whereas most quantitative findings from randomized controlled trials (RCT are negative or difficult to interpret. One cause for the contradictory evidence could be that the standard RCT validation methods are not sensitive to serious games’ effects. To be able to adapt validation methods to the properties of serious games we need a framework that can connect properties of serious game design to the factors that influence the quality of quantitative research outcomes. The Persuasive Game Design model [1] is particularly suitable for this aim as it encompasses the full circle from game design to behavioral change effects on the user. We therefore use this model to connect game design features, such as the gamification method and the intended transfer effect, to factors that determine the conclusion validity of an RCT. In this paper we will apply this model to develop guidelines for setting up validation methods for serious games. This way, we offer game designers and researchers handles on how to develop tailor-made validation methods.
Young, Petyon
2014-01-01
The ability to understand and predict behavior in strategic situations, in which an individual's success in making choices depends on the choices of others, has been the domain of game theory since the 1950s. Developing the theories at the heart of game theory has resulted in 8 Nobel Prizes and insights that researchers in many fields continue to develop. In Volume 4, top scholars synthesize and analyze mainstream scholarship on games and economic behavior, providing an updated account of developments in game theory since the 2002 publication of Volume 3, which only covers work through the mi
Game user experience evaluation
Bernhaupt, Regina
2015-01-01
Evaluating interactive systems for their user experience (UX) is a standard approach in industry and research today. This book explores the areas of game design and development and Human Computer Interaction (HCI) as ways to understand the various contributing aspects of the overall gaming experience. Fully updated, extended and revised this book is based upon the original publication Evaluating User Experience in Games, and provides updated methods and approaches ranging from user- orientated methods to game specific approaches. New and emerging methods and areas explored include physiologi
Nardone, Massimo
2016-01-01
Combining actionable, real-world source code with graphics, Pro Android Games, Third Edition shows you how to build more sophisticated and addictive Android game apps with minimum effort. Harness the power of the latest Android 5.0 SDK to bring countless legendary, action-packed PC games to the Android platform. With actionable real-world source code, this one of a kind book shows you how to build more sophisticated and addictive Android game apps, by leveraging the power of the recent advancements found in the new Android 5.0 software development kit as well as those you've counted on in e
DEFF Research Database (Denmark)
Mortensen, Torill
2016-01-01
The event known as #GamerGate (GG) emphasized the need to take the study of game culture seriously and pursue it across several platforms. It demonstrated how seemingly ephemeral media created echo chambers of anger, and how the outbursts of hypermasculine aggression exemplified by hooligans also...... can connect to games and play. Starting from how GG gained popular attention, this article outlines and discusses the nature of GG, the relation to the victims, the sense of victimization among the participants, and how it may have been provoked by the long-standing, general disregard of games...... the image of game culture as mainly a culture of isolated consumption...
Digital Experience: Serious Games
DEFF Research Database (Denmark)
2006-01-01
hese days one of the buzzwords in computer game industry and research is ‘Serious Games’ – games where the actions of the player are not limited to the virtual world but are somehow related to the real world. Computer games can be strong environments for learning and training skills in the real...... world. Computer games can also be persuasive – they can be used for advertising (‘adver-gaming’) and induce the players to buy a particular product in the real world or they can propagate a particular political viewpoint or a critique of the real world. The area of ‘serious gaming’ is vast and varied....
DEFF Research Database (Denmark)
Kristiansen, Erik
2011-01-01
Playing games of any kind, from tennis to board games, it is easy to notice that games are configured in space, often using stripes or a kind of map on a board. Some games are clearly performed within this marked border, while it may be difficult to pinpoint such a visual border in a game like hide......-and-seek, even though this game is still spatially configured. The border (visible or not) both seems to separate and uphold the game that it is meant for. Johan Huizinga noted this “separateness” in his classic work “Homo Ludens” (Huizinga 1938, translated into English 1955). This has since been developed...... into the concept of the “magic circle” by Salen and Zimmerman (2003), as an understanding of playing games as a kind of alternate reality. When a person enters the magic circle of a game, the player suddenly finds himself in another world, where artefacts are given new meaning and where other rules apply...
Directory of Open Access Journals (Sweden)
B. Fernández-Manjón
2015-11-01
Full Text Available Although educational games have revealed to be a very effective focus in diverse situations, their use in education is still very limited. In this paper we analyse the main challenges concerning educational games that, from our perspective, have to be approached so that the use of this kind of games can be widespread. These challenges are classified in three main dimensions: socio-cultural, educational and technological. Once the challenges are identified, some possible measures are suggested to address or reduce these problems so that the use of educational games may be widespread.