Combinatorial Games: Selected Bibliography with a Succinct Gourmet Introduction
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Hexaflexagons, Probability Paradoxes, and the Tower of Hanoi
HEXAFLEXAGONS, PROBABILITY PARADOXES, AND THE TOWER OF HANOI For 25 of his 90 years, Martin Gard- ner wrote “Mathematical Games and Recreations,” a monthly column for Scientific American magazine. These columns have inspired hundreds of thousands of readers to delve more deeply into the large world of math- ematics. He has also made signifi- cant contributions to magic, philos- ophy, debunking pseudoscience, and children’s literature. He has produced more than 60 books, including many best sellers, most of which are still in print. His Annotated Alice has sold more than a million copies. He continues to write a regular column for the Skeptical Inquirer magazine. (The photograph is of the author at the time of the first edition.) THE NEW MARTIN GARDNER MATHEMATICAL LIBRARY Editorial Board Donald J. Albers, Menlo College Gerald L. Alexanderson, Santa Clara University John H. Conway, F.R. S., Princeton University Richard K. Guy, University of Calgary Harold R. Jacobs Donald E. Knuth, Stanford University Peter L. Renz From 1957 through 1986 Martin Gardner wrote the “Mathematical Games” columns for Scientific American that are the basis for these books. Scientific American editor Dennis Flanagan noted that this column contributed substantially to the success of the magazine. The exchanges between Martin Gardner and his readers gave life to these columns and books. These exchanges have continued and the impact of the columns and books has grown. These new editions give Martin Gardner the chance to bring readers up to date on newer twists on old puzzles and games, on new explanations and proofs, and on links to recent developments and discoveries. -
Adversarial Search (Game)
Adversarial Search CE417: Introduction to Artificial Intelligence Sharif University of Technology Spring 2019 Soleymani “Artificial Intelligence: A Modern Approach”, 3rd Edition, Chapter 5 Most slides have been adopted from Klein and Abdeel, CS188, UC Berkeley. Outline } Game as a search problem } Minimax algorithm } �-� Pruning: ignoring a portion of the search tree } Time limit problem } Cut off & Evaluation function 2 Games as search problems } Games } Adversarial search problems (goals are in conflict) } Competitive multi-agent environments } Games in AI are a specialized kind of games (in the game theory) 3 Adversarial Games 4 Types of Games } Many different kinds of games! } Axes: } Deterministic or stochastic? } One, two, or more players? } Zero sum? } Perfect information (can you see the state)? } Want algorithms for calculating a strategy (policy) which recommends a move from each state 5 Zero-Sum Games } Zero-Sum Games } General Games } Agents have opposite utilities } Agents have independent utilities (values on outcomes) (values on outcomes) } Lets us think of a single value that one } Cooperation, indifference, competition, maximizes and the other minimizes and more are all possible } Adversarial, pure competition } More later on non-zero-sum games 6 Primary assumptions } We start with these games: } Two -player } Tu r n taking } agents act alternately } Zero-sum } agents’ goals are in conflict: sum of utility values at the end of the game is zero or constant } Perfect information } fully observable Examples: Tic-tac-toe, -
Best-First Minimax Search Richard E
Artificial Intelligence ELSEVIER Artificial Intelligence 84 ( 1996) 299-337 Best-first minimax search Richard E. Korf *, David Maxwell Chickering Computer Science Department, University of California, Los Angeles, CA 90024, USA Received September 1994; revised May 1995 Abstract We describe a very simple selective search algorithm for two-player games, called best-first minimax. It always expands next the node at the end of the expected line of play, which determines the minimax value of the root. It uses the same information as alpha-beta minimax, and takes roughly the same time per node generation. We present an implementation of the algorithm that reduces its space complexity from exponential to linear in the search depth, but at significant time cost. Our actual implementation saves the subtree generated for one move that is still relevant after the player and opponent move, pruning subtrees below moves not chosen by either player. We also show how to efficiently generate a class of incremental random game trees. On uniform random game trees, best-first minimax outperforms alpha-beta, when both algorithms are given the same amount of computation. On random trees with random branching factors, best-first outperforms alpha-beta for shallow depths, but eventually loses at greater depths. We obtain similar results in the game of Othello. Finally, we present a hybrid best-first extension algorithm that combines alpha-beta with best-first minimax, and performs significantly better than alpha-beta in both domains, even at greater depths. In Othello, it beats alpha-beta in two out of three games. 1. Introduction and overview The best chess machines, such as Deep-Blue [lo], are competitive with the best humans, but generate billions of positions per move. -
Combinatorial Game Theory
Combinatorial Game Theory Aaron N. Siegel Graduate Studies MR1EXLIQEXMGW Volume 146 %QIVMGER1EXLIQEXMGEP7SGMIX] Combinatorial Game Theory https://doi.org/10.1090//gsm/146 Combinatorial Game Theory Aaron N. Siegel Graduate Studies in Mathematics Volume 146 American Mathematical Society Providence, Rhode Island EDITORIAL COMMITTEE David Cox (Chair) Daniel S. Freed Rafe Mazzeo Gigliola Staffilani 2010 Mathematics Subject Classification. Primary 91A46. For additional information and updates on this book, visit www.ams.org/bookpages/gsm-146 Library of Congress Cataloging-in-Publication Data Siegel, Aaron N., 1977– Combinatorial game theory / Aaron N. Siegel. pages cm. — (Graduate studies in mathematics ; volume 146) Includes bibliographical references and index. ISBN 978-0-8218-5190-6 (alk. paper) 1. Game theory. 2. Combinatorial analysis. I. Title. QA269.S5735 2013 519.3—dc23 2012043675 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 a chapter 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. Requests for such permission should be addressed to the Acquisitions Department, American Mathematical Society, 201 Charles Street, Providence, Rhode Island 02904-2294 USA. Requests can also be made by e-mail to [email protected]. c 2013 by the American Mathematical Society. All rights reserved. The American Mathematical Society retains all rights except those granted to the United States Government. -
Exploding Offers with Experimental Consumer Goods∗
Exploding Offers with Experimental Consumer Goods∗ Alexander L. Brown Ajalavat Viriyavipart Department of Economics Department of Economics Texas A&M University Texas A&M University Xiaoyuan Wang Department of Economics Texas A&M University August 29, 2014 Abstract Recent theoretical research indicates that search deterrence strategies are generally opti- mal for sellers in consumer goods markets. Yet search deterrence is not always employed in such markets. To understand this incongruity, we develop an experimental market where profit-maximizing strategy dictates sellers should exercise one form of search deterrence, ex- ploding offers. We find that buyers over-reject exploding offers relative to optimal. Sellers underutilize exploding offers relative to optimal play, even conditional on buyer over-rejection. This tendency dissipates when sellers make offers to computerized buyers, suggesting their persistent behavior with human buyers may be due to a preference rather than a miscalculation. Keywords: exploding offer, search deterrence, experimental economics, quantal response equi- librium JEL: C91 D21 L10 M31 ∗We thank the Texas A&M Humanities and Social Science Enhancement of Research Capacity Program for providing generous financial support for our research. We have benefited from comments by Gary Charness, Catherine Eckel, Silvana Krasteva and seminar participants of the 2013 North American Economic Science Association and Southern Economic Association Meetings. Daniel Stephenson and J. Forrest Williams provided invaluable help in conducting the experimental sessions. 1 Introduction One of the first applications of microeconomic theory is to the consumer goods market: basic supply and demand models can often explain transactions in centralized markets quite well. When markets are decentralized, often additional modeling is required to explain the interactions of consumers and producers. -
Adversarial Search (Game Playing)
Artificial Intelligence Adversarial Search (Game Playing) Chapter 5 Adapted from materials by Tim Finin, Marie desJardins, and Charles R. Dyer Outline • Game playing – State of the art and resources – Framework • Game trees – Minimax – Alpha-beta pruning – Adding randomness State of the art • How good are computer game players? – Chess: • Deep Blue beat Gary Kasparov in 1997 • Garry Kasparav vs. Deep Junior (Feb 2003): tie! • Kasparov vs. X3D Fritz (November 2003): tie! – Checkers: Chinook (an AI program with a very large endgame database) is the world champion. Checkers has been solved exactly – it’s a draw! – Go: Computer players are decent, at best – Bridge: “Expert” computer players exist (but no world champions yet!) • Good place to learn more: http://www.cs.ualberta.ca/~games/ Chinook • Chinook is the World Man-Machine Checkers Champion, developed by researchers at the University of Alberta. • It earned this title by competing in human tournaments, winning the right to play for the (human) world championship, and eventually defeating the best players in the world. • Visit http://www.cs.ualberta.ca/~chinook/ to play a version of Chinook over the Internet. • The developers have fully analyzed the game of checkers and have the complete game tree for it. – Perfect play on both sides results in a tie. • “One Jump Ahead: Challenging Human Supremacy in Checkers” Jonathan Schaeffer, University of Alberta (496 pages, Springer. $34.95, 1998). Ratings of human and computer chess champions Typical case • 2-person game • Players alternate moves • Zero-sum: one player’s loss is the other’s gain • Perfect information: both players have access to complete information about the state of the game. -
Learning Near-Optimal Search in a Minimal Explore/Exploit Task
Explore/exploit tradeoff strategies with accumulating resources 1 Explore/exploit tradeoff strategies in a resource accumulation search task [revised/resubmitted to Cognitive Science] Ke Sang1, Peter M. Todd1, Robert L. Goldstone1, and Thomas T. Hills2 1 Cognitive Science Program and Department of Psychological and Brain Sciences, Indiana University Bloomington 2 Department of Psychology, University of Warwick REVISION 7/5/2018 Contact information: Peter M. Todd Indiana University, Cognitive Science Program 1101 E. 10th Street, Bloomington, IN 47405 USA phone: +1 812 855-3914 email: [email protected] Explore/exploit tradeoff strategies with accumulating resources 2 Abstract How, and how well, do people switch between exploration and exploitation to search for and accumulate resources? We study the decision processes underlying such exploration/exploitation tradeoffs by using a novel card selection task. With experience, participants learn to switch appropriately between exploration and exploitation and approach optimal performance. We model participants’ behavior on this task with random, threshold, and sampling strategies, and find that a linear decreasing threshold rule best fits participants’ results. Further evidence that participants use decreasing threshold-based strategies comes from reaction time differences between exploration and exploitation; however, participants themselves report non-decreasing thresholds. Decreasing threshold strategies that “front-load” exploration and switch quickly to exploitation are particularly effective -
CS 561: Artificial Intelligence
CS 561: Artificial Intelligence Instructor: Sofus A. Macskassy, [email protected] TAs: Nadeesha Ranashinghe ([email protected]) William Yeoh ([email protected]) Harris Chiu ([email protected]) Lectures: MW 5:00-6:20pm, OHE 122 / DEN Office hours: By appointment Class page: http://www-rcf.usc.edu/~macskass/CS561-Spring2010/ This class will use http://www.uscden.net/ and class webpage - Up to date information - Lecture notes - Relevant dates, links, etc. Course material: [AIMA] Artificial Intelligence: A Modern Approach, by Stuart Russell and Peter Norvig. (2nd ed) This time: Outline (Adversarial Search – AIMA Ch. 6] Game playing Perfect play ◦ The minimax algorithm ◦ alpha-beta pruning Resource limitations Elements of chance Imperfect information CS561 - Lecture 7 - Macskassy - Spring 2010 2 What kind of games? Abstraction: To describe a game we must capture every relevant aspect of the game. Such as: ◦ Chess ◦ Tic-tac-toe ◦ … Accessible environments: Such games are characterized by perfect information Search: game-playing then consists of a search through possible game positions Unpredictable opponent: introduces uncertainty thus game-playing must deal with contingency problems CS561 - Lecture 7 - Macskassy - Spring 2010 3 Searching for the next move Complexity: many games have a huge search space ◦ Chess: b = 35, m=100 nodes = 35 100 if each node takes about 1 ns to explore then each move will take about 10 50 millennia to calculate. Resource (e.g., time, memory) limit: optimal solution not feasible/possible, thus must approximate 1. Pruning: makes the search more efficient by discarding portions of the search tree that cannot improve quality result. 2. Evaluation functions: heuristics to evaluate utility of a state without exhaustive search. -
Optimal Symmetric Rendezvous Search on Three Locations
Optimal Symmetric Rendezvous Search on Three Locations Richard Weber Centre for Mathematical Sciences, Wilberforce Road, Cambridge CB2 0WB email: [email protected] www.statslab.cam.ac.uk/~rrw1 In the symmetric rendezvous search game played on n locations two players are initially placed at two distinct locations. The game is played in discrete steps, at each of which each player can either stay where he is or move to a different location. The players share no common labelling of the locations. We wish to find a strategy such that, if both players follow it independently, then the expected number of steps until they are in the same location is minimized. Informal versions of the rendezvous problem have received considerable attention in the popular press. The problem was proposed by Steve Alpern in 1976 and it has proved notoriously difficult to analyse. In this paper we prove a 20 year old conjecture that the following strategy is optimal for the game on three locations: in each block of two steps, stay where you, or search the other two locations in random order, doing these with probabilities 1=3 and 2=3 respectively. This is now the first nontrivial symmetric rendezvous search game to be fully solved. Key words: rendezvous search; search games; semidefinite programming MSC2000 Subject Classification: Primary: 90B40; Secondary: 49N75, 90C22, 91A12, 93A14 OR/MS subject classification: Primary: Games/group decisions, cooperative; Secondary: Analysis of algorithms; Programming, quadratic 1. Symmetric rendezvous search on three locations In the symmetric rendezvous search game played on n locations two players are initially placed at two distinct locations. -
Mathfest 2018
Abstracts of Papers Presented at MathFest 2018 Denver, CO August 1 – 4, 2018 Published and Distributed by The Mathematical Association of America Contents Invited Addresses 1 Earle Raymond Hedrick Lecture Series by Gigliola Staffilani . 1 Nonlinear Dispersive Equations and the Beautiful Mathematics That Comes with Them Lecture 1: Thursday, August 2, 11:00–11:50 AM, Plaza Ballroom A, B, & C, Plaza Building Lecture 2: Friday, August 3, 10:30–11:20 AM, Plaza Ballroom A, B, & C, Plaza Building Lecture 3: Saturday, August 4, 10:00–10:50 AM, Plaza Ballroom A, B, & C, Plaza Building . 1 AMS-MAA Joint Invited Address . 1 Gravity’s Action on Light: A Mathematical Journey by Arlie Petters Thursday, August 2, 10:00–10:50 AM, Plaza Ballroom A, B, & C, Plaza Building . 1 MAA Invited Address . 1 Inclusion-exclusion in Mathematics: Who Stays in, Who Falls out, Why It Happens, and What We Should Do About It by Eugenia Cheng Friday, August 3, 11:30–12:20 AM, Plaza Ballroom A, B, & C, Plaza Building . 1 Snow Business: Scientific Computing in the Movies and Beyond by Joseph Teran Saturday, August 4, 11:00–11:50 AM, Plaza Ballroom A, B, & C, Plaza Building . 1 Mathematical Medicine: Modeling Disease and Treatment by Lisette de Pillis Thursday, August 2, 9:00–9:50 AM, Plaza Ballroom A, B, & C, Plaza Building . 2 MAA James R.C. Leitzel Lecture . 2 The Relationship between Culture and the Learning of Mathematics by Talitha Washington Saturday, August 4, 9:00–9:50 AM, Plaza Ballroom A, B, & C, Plaza Building . -
Game Playing (Adversarial Search) CS 580 (001) - Spring 2018
Lecture 5: Game Playing (Adversarial Search) CS 580 (001) - Spring 2018 Amarda Shehu Department of Computer Science George Mason University, Fairfax, VA, USA February 21, 2018 Amarda Shehu (580) 1 1 Outline of Today's Class 2 Games vs Search Problems 3 Perfect Play Minimax Decision Alpha-Beta Pruning 4 Resource Limits and Approximate Evaluation Expectiminimax 5 Games of Imperfect Information 6 Game Playing Summary Amarda Shehu (580) Outline of Today's Class 2 Game Playing { Adversarial Search Search in a multi-agent, competitive environment ! Adversarial Search/Game Playing Mathematical game theory treats any multi-agent environment as a game, with possibly co-operative behaviors (study of economies) Most games studied in AI: deterministic, turn-taking, two-player, zero-sum games of perfect information Amarda Shehu (580) Games vs Search Problems 3 Game Playing - Adversarial Search Most games studied in AI: deterministic, turn-taking, two-player, zero-sum games of perfect information zero-sum: utilities of the two players sum to 0 (no win-win) deterministic: precise rules with known outcomes perfect information: fully observable Amarda Shehu (580) Games vs Search Problems 4 Game Playing - Adversarial Search Most games studied in AI: deterministic, turn-taking, two-player, zero-sum games of perfect information zero-sum: utilities of the two players sum to 0 (no win-win) deterministic: precise rules with known outcomes perfect information: fully observable Search algorithms designed for such games make use of interesting general techniques (meta-heuristics) such as evaluation functions, search pruning, and more. However, games are to AI what grand prix racing is to automobile design. -
A Model of Add-On Pricing
NBER WORKING PAPER SERIES A MODEL OF ADD-ON PRICING Glenn Ellison Working Paper 9721 http://www.nber.org/papers/w9721 NATIONAL BUREAU OF ECONOMIC RESEARCH 1050 Massachusetts Avenue Cambridge, MA 02138 May 2003 I would like to thank the National Science Foundation for financial support. This paper grew out of joint work with Sara Fisher Ellison. Joshua Fischman provided excellent research assistance. Jonathan Levin and Steve Tadelis provided helpful feedback. The views expressed herein are those of the authors and not necessarily those of the National Bureau of Economic Research. ©2003 by Glenn Ellison. All rights reserved. Short sections of text not to exceed two paragraphs, may be quoted without explicit permission provided that full credit including © notice, is given to the source. A Model of Add-on Pricing Glenn Ellison NBER Working Paper No. 9721 May 2003 JEL No. L13, M30 ABSTRACT This paper examines a competitive model of add-on pricing, the practice of advertising low prices for one good in hopes of selling additional products (or a higher quality product) to consumers at a high price at the point of sale. The main conclusion is that add-on pricing softens price competition between firms and results in higher equilibrium profits. Glenn Ellison Department of Economics MIT 50 Memorial Drive, E52-274b Cambridge, MA 02142 and NBER [email protected] 1 Introduction In many businesses it is customary to advertise a base price for a product or service and to try to induce customers to buy additional “add-ons” at high prices at the point of sale.