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Lecture Notes
GRADUATE GAME THEORY LECTURE NOTES BY OMER TAMUZ California Institute of Technology 2018 Acknowledgments These lecture notes are partially adapted from Osborne and Rubinstein [29], Maschler, Solan and Zamir [23], lecture notes by Federico Echenique, and slides by Daron Acemoglu and Asu Ozdaglar. I am indebted to Seo Young (Silvia) Kim and Zhuofang Li for their help in finding and correcting many errors. Any comments or suggestions are welcome. 2 Contents 1 Extensive form games with perfect information 7 1.1 Tic-Tac-Toe ........................................ 7 1.2 The Sweet Fifteen Game ................................ 7 1.3 Chess ............................................ 7 1.4 Definition of extensive form games with perfect information ........... 10 1.5 The ultimatum game .................................. 10 1.6 Equilibria ......................................... 11 1.7 The centipede game ................................... 11 1.8 Subgames and subgame perfect equilibria ...................... 13 1.9 The dollar auction .................................... 14 1.10 Backward induction, Kuhn’s Theorem and a proof of Zermelo’s Theorem ... 15 2 Strategic form games 17 2.1 Definition ......................................... 17 2.2 Nash equilibria ...................................... 17 2.3 Classical examples .................................... 17 2.4 Dominated strategies .................................. 22 2.5 Repeated elimination of dominated strategies ................... 22 2.6 Dominant strategies .................................. -
Understanding Emotions in Electronic Auctions: Insights from Neurophysiology
Understanding Emotions in Electronic Auctions: Insights from Neurophysiology Marc T. P. Adam and Jan Krämer Abstract The design of electronic auction platforms is an important field of electronic commerce research. It requires not only a profound understanding of the role of human cognition in human bidding behavior but also of the role of human affect. In this chapter, we focus specifically on the emotional aspects of human bidding behavior and the results of empirical studies that have employed neurophysiological measurements in this regard. By synthesizing the results of these studies, we are able to provide a coherent picture of the role of affective processes in human bidding behavior along four distinct theoretical pathways. 1 Introduction Electronic auctions (i.e., electronic auction marketplaces) are information systems that facilitate and structure the exchange of products and services between several potential buyers and sellers. In practice, electronic auctions have been employed for a wide range of goods and services, such as commodities (e.g., Internet consumer auction markets, such as eBay.com), perishable goods (e.g., Dutch flower markets, such as by Royal FloraHolland), consumer services (e.g., procurement auction markets, such as myhammer.com), or property rights (e.g., financial double auction markets such as NASDAQ). In this vein, a large share of our private and commercial economic activity is being organized through electronic auctions today (Adam et al. 2017;Kuetal.2005). Previous research in information systems, economics, and psychology has shown that the design of electronic auctions has a tremendous impact on the auction M. T. P. Adam College of Engineering, Science and Environment, The University of Newcastle, Callaghan, Australia e-mail: [email protected] J. -
Ai12-General-Game-Playing-Pre-Handout
Introduction GDL GGP Alpha Zero Conclusion References Artificial Intelligence 12. General Game Playing One AI to Play All Games and Win Them All Jana Koehler Alvaro´ Torralba Summer Term 2019 Thanks to Dr. Peter Kissmann for slide sources Koehler and Torralba Artificial Intelligence Chapter 12: GGP 1/53 Introduction GDL GGP Alpha Zero Conclusion References Agenda 1 Introduction 2 The Game Description Language (GDL) 3 Playing General Games 4 Learning Evaluation Functions: Alpha Zero 5 Conclusion Koehler and Torralba Artificial Intelligence Chapter 12: GGP 2/53 Introduction GDL GGP Alpha Zero Conclusion References Deep Blue Versus Garry Kasparov (1997) Koehler and Torralba Artificial Intelligence Chapter 12: GGP 4/53 Introduction GDL GGP Alpha Zero Conclusion References Games That Deep Blue Can Play 1 Chess Koehler and Torralba Artificial Intelligence Chapter 12: GGP 5/53 Introduction GDL GGP Alpha Zero Conclusion References Chinook Versus Marion Tinsley (1992) Koehler and Torralba Artificial Intelligence Chapter 12: GGP 6/53 Introduction GDL GGP Alpha Zero Conclusion References Games That Chinook Can Play 1 Checkers Koehler and Torralba Artificial Intelligence Chapter 12: GGP 7/53 Introduction GDL GGP Alpha Zero Conclusion References Games That a General Game Player Can Play 1 Chess 2 Checkers 3 Chinese Checkers 4 Connect Four 5 Tic-Tac-Toe 6 ... Koehler and Torralba Artificial Intelligence Chapter 12: GGP 8/53 Introduction GDL GGP Alpha Zero Conclusion References Games That a General Game Player Can Play (Ctd.) 5 ... 18 Zhadu 6 Othello 19 Pancakes 7 Nine Men's Morris 20 Quarto 8 15-Puzzle 21 Knight's Tour 9 Nim 22 n-Queens 10 Sudoku 23 Blob Wars 11 Pentago 24 Bomberman (simplified) 12 Blocker 25 Catch a Mouse 13 Breakthrough 26 Chomp 14 Lights Out 27 Gomoku 15 Amazons 28 Hex 16 Knightazons 29 Cubicup 17 Blocksworld 30 .. -
A Scalable Neural Network Architecture for Board Games
A Scalable Neural Network Architecture for Board Games Tom Schaul, Jurgen¨ Schmidhuber Abstract— This paper proposes to use Multi-dimensional II. BACKGROUND Recurrent Neural Networks (MDRNNs) as a way to overcome one of the key problems in flexible-size board games: scalability. A. Flexible-size board games We show why this architecture is well suited to the domain There is a large variety of board games, many of which and how it can be successfully trained to play those games, even without any domain-specific knowledge. We find that either have flexible board dimensions, or have rules that can performance on small boards correlates well with performance be trivially adjusted to make them flexible. on large ones, and that this property holds for networks trained The most prominent of them is the game of Go, research by either evolution or coevolution. on which has been considering board sizes between the min- imum of 5x5 and the regular 19x19. The rules are simple[5], I. INTRODUCTION but the strategies deriving from them are highly complex. Players alternately place stones onto any of the intersections Games are a particularly interesting domain for studies of the board, with the goal of conquering maximal territory. of machine learning techniques. They form a class of clean A player can capture a single stone or a connected group and elegant environments, usually described by a small set of his opponent’s stones by completely surrounding them of formal rules and clear success criteria, and yet they often with his own stones. A move is not legal if it leads to a involve highly complex strategies. -
A Scalable Neural Network Architecture for Board Games
A Scalable Neural Network Architecture for Board Games Tom Schaul, Jurgen¨ Schmidhuber Abstract— This paper proposes to use Multi-dimensional II. BACKGROUND Recurrent Neural Networks (MDRNNs) as a way to overcome one of the key problems in flexible-size board games: scalability. A. Flexible-size board games We show why this architecture is well suited to the domain There is a large variety of board games, many of which and how it can be successfully trained to play those games, even without any domain-specific knowledge. We find that either have flexible board dimensions, or have rules that can performance on small boards correlates well with performance be trivially adjusted to make them flexible. on large ones, and that this property holds for networks trained The most prominent of them is the game of Go, research by either evolution or coevolution. on which has been considering board sizes between the min- imum of 5x5 and the regular 19x19. The rules are simple[4], I. INTRODUCTION but the strategies deriving from them are highly complex. Players alternately place stones onto any of the intersections Games are a particularly interesting domain for studies of of the board, with the goal of conquering maximal territory. machine learning techniques. They form a class of clean and A player can capture a single stone or a connected group elegant environments, usually described by a small set of of his opponent’s stones by completely surrounding them formal rules, have very clear success criteria, and yet they with his own stones. A move is not legal if it leads to a often involve highly complex strategies. -
Chapter 6 Two-Player Games
Introduction to Using Games in Education: A Guide for Teachers and Parents Chapter 6 Two-Player Games There are many different kinds of two-person games. You may have played a variety of these games such as such as chess, checkers, backgammon, and cribbage. While all of these games are competitive, many people play them mainly for social purposes. A two-person game environment is a situation that facilitates communication and companionship. Two major ideas illustrated in this chapter: 1. Look ahead: learning to consider what your opponent will do as a response to a move that you are planning. 2. Computer as opponent. In essence, this makes a two-player game into a one- player game. In addition, we will continue to explore general-purpose, high-road transferable, problem-solving strategies. Tic-Tac-Toe To begin, we will look at the game of tic-tac-toe (TTT). TTT is a two-player game, with players taking turns. One player is designated as X and the other as O. A turn consists of marking an unused square of a 3x3 grid with one’s mark (an X or an O). The goal is to get three of one’s mark in a file (vertical, horizontal, or diagonal). Traditionally, X is the first player. A sample game is given below. Page 95 Introduction to Using Games in Education: A Guide for Teachers and Parents X X X O X O Before X's O's X's game first first second begins move move move X X X X O X X O X O O O X O X O X O X O X O O's X's O's X wins on second third third X's fourth move move move move Figure 6.1. -
Ultimate Tic-Tac-Toe
ULTIMATE TIC-TAC-TOE Scott Powell, Alex Merrill Professor: Professor Christman An algorithmic solver for Ultimate Tic-Tac-Toe May 2021 ABSTRACT Ultimate Tic-Tac-Toe is a deterministic game played by two players where each player’s turn has a direct effect on what options their opponent has. Each player’s viable moves are determined by their opponent on the previous turn, so players must decide whether the best move in the short term actually is the best move overall. Ultimate Tic-Tac-Toe relies entirely on strategy and decision-making. There are no random variables such as dice rolls to interfere with each player’s strategy. This is rela- tively rare in the field of board games, which often use chance to determine turns. Be- cause Ultimate Tic-Tac-Toe uses no random elements, it is a great choice for adversarial search algorithms. We may use the deterministic aspect of the game to our advantage by pruning the search trees to only contain moves that result in a good board state for the intelligent agent, and to only consider strong moves from the opponent. This speeds up the efficiency of the algorithm, allowing for an artificial intelligence capable of winning the game without spending extended periods of time evaluating each potential move. We create an intelligent agent capable of playing the game with strong moves using adversarial minimax search. We propose novel heuristics for evaluating the state of the game at any given point, and evaluate them against each other to determine the strongest heuristics. TABLE OF CONTENTS 1 Introduction1 1.1 Problem Statement............................2 1.2 Related Work...............................3 2 Methods6 2.1 Simple Heuristic: Greedy.........................6 2.2 New Heuristic...............................7 2.3 Alpha- Beta- Pruning and Depth Limit................. -
Gomoku-Narabe" (五 目 並 べ, "Five Points in a Row"), the Game Is Quite Ancient
Gomoku (Japanese for "five points") or, as it is sometimes called, "gomoku-narabe" (五 目 並 べ, "five points in a row"), the game is quite ancient. The birthplace of Gomoku is considered to be China, the Yellow River Delta, the exact time of birth is unknown. Scientists name different dates, the oldest of which is the 20th century BC. All this allows us to trace the history of similar games in Japan to about 100 AD. It was probably at this time that the pebbles played on the islands from the mainland. - presumably in 270 AD, with Chinese emigrants, where they became known under different names: Nanju, Itsutsu-ishi (old-time "five stones"), Goban, Goren ("five in a row") and Goseki ("five stones "). In the first book about the Japanese version of the game "five-in-a-row", published in Japan in 1858, the game is called Kakugo (Japanese for "five steps). At the turn of the 17th-18th centuries, it was already played by everyone - from old people to children. Players take turns taking turns. Black is the first to go in Renju. Each move the player places on the board, at the point of intersection of the lines, one stone of his color. The winner is the one who can be the first to build a continuous row of five stones of the same color - horizontally, vertically or diagonally. A number of fouls - illegal moves - have been determined for the player who plays with black. He cannot build "forks" 3x3 and 4x4 and a row of 6 or more stones, as well as any forks with a multiplicity of more than two. -
Knots, Molecules, and the Universe: an Introduction to Topology
KNOTS, MOLECULES, AND THE UNIVERSE: AN INTRODUCTION TO TOPOLOGY AMERICAN MATHEMATICAL SOCIETY https://doi.org/10.1090//mbk/096 KNOTS, MOLECULES, AND THE UNIVERSE: AN INTRODUCTION TO TOPOLOGY ERICA FLAPAN with Maia Averett David Clark Lew Ludwig Lance Bryant Vesta Coufal Cornelia Van Cott Shea Burns Elizabeth Denne Leonard Van Wyk Jason Callahan Berit Givens Robin Wilson Jorge Calvo McKenzie Lamb Helen Wong Marion Moore Campisi Emille Davie Lawrence Andrea Young AMERICAN MATHEMATICAL SOCIETY 2010 Mathematics Subject Classification. Primary 57M25, 57M15, 92C40, 92E10, 92D20, 94C15. For additional information and updates on this book, visit www.ams.org/bookpages/mbk-96 Library of Congress Cataloging-in-Publication Data Flapan, Erica, 1956– Knots, molecules, and the universe : an introduction to topology / Erica Flapan ; with Maia Averett [and seventeen others]. pages cm Includes index. ISBN 978-1-4704-2535-7 (alk. paper) 1. Topology—Textbooks. 2. Algebraic topology—Textbooks. 3. Knot theory—Textbooks. 4. Geometry—Textbooks. 5. Molecular biology—Textbooks. I. Averett, Maia. II. Title. QA611.F45 2015 514—dc23 2015031576 Copying and reprinting. Individual readers of this publication, and nonprofit libraries acting for them, are permitted to make fair use of the material, such as to copy select pages for use in teaching or research. Permission is granted to quote brief passages from this publication in reviews, provided the customary acknowledgment of the source is given. Republication, systematic copying, or multiple reproduction of any material in this publication is permitted only under license from the American Mathematical Society. Permissions to reuse portions of AMS publication content are handled by Copyright Clearance Center’s RightsLink service. -
Second-Price All-Pay Auctions and Best-Reply Matching Equilibria Gisèle Umbhauer
Second-Price All-Pay Auctions and Best-Reply Matching Equilibria Gisèle Umbhauer To cite this version: Gisèle Umbhauer. Second-Price All-Pay Auctions and Best-Reply Matching Equilibria. International Game Theory Review, World Scientific Publishing, 2019, 21 (02), 10.1142/S0219198919400097. hal- 03164468 HAL Id: hal-03164468 https://hal.archives-ouvertes.fr/hal-03164468 Submitted on 9 Mar 2021 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. SECOND-PRICE ALL-PAY AUCTIONS AND BEST-REPLY MATCHING EQUILIBRIA Gisèle UMBHAUER. Bureau d’Economie Théorique et Appliquée, University of Strasbourg, Strasbourg, France [email protected] Accepted October 2018 Published in International Game Theory Review, Vol 21, Issue 2, 40 pages, 2019 DOI 10.1142/S0219198919400097 The paper studies second-price all-pay auctions - wars of attrition - in a new way, based on classroom experiments and Kosfeld et al.’s best-reply matching equilibrium. Two players fight over a prize of value V, and submit bids not exceeding a budget M; both pay the lowest bid and the prize goes to the highest bidder. The behavior probability distributions in the classroom experiments are strikingly different from the mixed Nash equilibrium. -
Judgment in Managerial Decision Making, 7Th Edition
JUDGMENT IN MANAGERIAL DECISION MAKING SEVENTH EDITION Max H. Bazerman Harvard Business School Don A. Moore Carnegie Mellon University JOHN WILEY &SONS,INC. Executive Publisher Don Fowley Production Assistant Matt Winslow Production Manager Dorothy Sinclair Executive Marketing Manager Amy Scholz Marketing Coordinator Carly Decandia Creative Director Jeof Vita Designer Jim O’Shea Production Management Services Elm Street Publishing Services Electronic Composition Thomson Digital Editorial Program Assistant Carissa Marker Senior Media Editor Allison Morris Cover Photo Corbis Digital Stock (top left), Photo Disc/Getty Images (top right), and Photo Disc, Inc. (bottom) This book was set in 10/12 New Caledonia by Thomson Digital and printed and bound by Courier/Westford. The cover was printed by Courier/Westford. This book is printed on acid free paper. Copyright # 2009 John Wiley & Sons, Inc. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning or otherwise, except as permitted under Sections 107 or 108 of the 1976 United States Copyright Act, without either the prior written permission of the Publisher, or authorization through payment of the appropriate per-copy fee to the Copyright Clearance Center, Inc., 222 Rosewood Drive, Danvers, MA 01923, website www.copyright.com. Requests to the Publisher for permission should be addressed to the Permissions Department, John Wiley & Sons, Inc., 111 River Street, Hoboken, NJ 07030-5774, (201)748-6011, fax (201)748-6008, website http://www.wiley.com/go/permissions. To order books or for customer service please, call 1-800-CALL WILEY (225-5945). -
RENJU for BEGINNERS Written by Mr. Alexander NOSOVSKY and Mr
RENJU FOR BEGINNERS written by Mr. Alexander NOSOVSKY and Mr. Andrey SOKOLSKY NEW REVISED EDITION 4 9 2 8 6 1 X 7 Y 3 5 10 1999 PREFACE This excellent book on Renju for beginners written by Mr Alexander Nosovsky and Mr Andrey Sokolsky was the first reference book for the former USSR players for a long time. As President of the RIF (The Renju International Federation) I am very glad that I can introduce this book to all the players around the world. Jonkoping, January 1990 Tommy Maltell President of RIF PREFACE BY THE AUTHORS The rules of this game are much simpler, than the rules of many other logical games, and even children of kindergarten age can study a simple variation of it. However, Renju does not yield anything in the number of combinations, richness in tactical and strategical ideas, and, finally, in the unexpectedness and beauty of victories to the more popular chess and checkers. A lot of people know a simple variation of this game (called "five-in-a-row") as a fascinating method to spend their free time. Renju, in its modern variation, with simple winnings prohibited for Black (fouls 3x3, 4x4 and overline ) becomes beyond recognition a serious logical-mind game. Alexander Nosovsky Vice-president of RIF Former two-times World Champion in Renju by mail. Andrey Sokolsky Former vice-president of RIF . CONTENTS CHAPTER 1. INTRODUCTION. 1.1 The Rules of Renju . 1.2 From the History and Geography of Renju . CHAPTER 2. TERMS AND DEFINITIONS . 2.1 Accessories of the game .