نتایج جستجو برای: simultaneous games
تعداد نتایج: 172023 فیلتر نتایج به سال:
A. Introduction to Games with Incomplete Information 1. Imperfect Information vs. Incomplete Information 2. Bayesian Games 3. The Revelation Principle B. Bilateral Trading Mechanisms 1. War of Attrition 2. Simultaneous Offers 3. The Public Choice Problem 4. A General Model 5. Efficiency in Games with Incomplete Information 6. Durability C. Multilateral Trading Mechanisms 1. Dissolving a Partner...
We investigate the prescriptive power of sequential iterated admissibility in coordination games of the Gale-Stewart style, i.e., perfectinformation games of infinite duration with only two payoffs. We show that, on this kind of games, the procedure of eliminating weakly dominated strategies is independent of the elimination order and that, under maximal simultaneous elimination, the procedure ...
We make a proposal for formalizing simultaneous games at the abstraction level of player’s powers, combining ideas from dynamic logic of sequential games and concurrent dynamic logic. We prove completeness for a new system of ‘concurrent game logic’ CDGL with respect to finite non-determined games. We also show how this system raises new mathematical issues, and throws light on branching quanti...
We make a proposal for formalizing simultaneous games at the abstraction level of player’s powers, combining ideas from dynamic logic of sequential games and concurrent dynamic logic. We prove completeness for a new system of ‘concurrent game logic’ CDGL with respect to finite non-determined games. We also show how this system raises new mathematical issues, and throws light on branching quanti...
Alpha-Beta pruning is one of the most powerful and fundamental MiniMax search improvements. It was designed for sequential two-player zero-sum perfect information games. In this paper we introduce an Alpha-Beta-like sound method more general class “stacked matrix games” that allow simultaneous moves by both players. This accomplished maintaining upper lower bounds achievable payoffs in states w...
Real-time strategy (RTS) games are hard from an AI point of view because they have enormous state spaces, combinatorial branching factors, allow simultaneous and durative actions, and players have very little time to choose actions. For these reasons, standard game tree search methods such as alphabeta search or Monte Carlo Tree Search (MCTS) are not sufficient by themselves to handle these gam...
In the last decade, there has been much research at the interface of computer science and game theory. One important class of problems at this interface is the computation of solution concepts (such as Nash equilibrium or correlated equilibrium) of a finite game. In order to take advantage of the highly-structured utility functions in games of practical interest, it is important to design compa...
Building experimental games offers an alternative methodology for researching and understanding games, beyond what can be understood by playing and studying existing games alone. Through a simultaneous process of research and artmaking in the construction of the interactive drama Façade, new theoretical and design insights into several game studies questions were realized, including the hotly d...
Monte Carlo simulations have been successfully used in classic turn–based games such as backgammon, bridge, poker, and Scrabble. In this paper, we apply the ideas to the problem of planning in games with imperfect information, stochasticity, and simultaneous moves. The domain we consider is real–time strategy games. We present a framework — MCPlan — for Monte Carlo planning, identify its perfor...
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