A two-person game of timing with random termination

1983 ◽  
Vol 40 (3) ◽  
pp. 379-396 ◽  
Author(s):  
Y. Teraoka
2019 ◽  
Vol 29 (8) ◽  
pp. 1311-1344 ◽  
Author(s):  
Lauri T Hella ◽  
Miikka S Vilander

Abstract We propose a new version of formula size game for modal logic. The game characterizes the equivalence of pointed Kripke models up to formulas of given numbers of modal operators and binary connectives. Our game is similar to the well-known Adler–Immerman game. However, due to a crucial difference in the definition of positions of the game, its winning condition is simpler, and the second player does not have a trivial optimal strategy. Thus, unlike the Adler–Immerman game, our game is a genuine two-person game. We illustrate the use of the game by proving a non-elementary succinctness gap between bisimulation invariant first-order logic $\textrm{FO}$ and (basic) modal logic $\textrm{ML}$. We also present a version of the game for the modal $\mu $-calculus $\textrm{L}_\mu $ and show that $\textrm{FO}$ is also non-elementarily more succinct than $\textrm{L}_\mu $.


Author(s):  
SILVIU GUIASU

A solution of n-person games is proposed, based on the minimum deviation from statistical equilibrium subject to the constraints imposed by the group rationality and individual rationality. The new solution is compared with the Shapley value and von Neumann-Morgenstern's core of the game in the context of the 15-person game of passing and defeating resolutions in the UN Security Council involving five permanent members and ten nonpermanent members. A coalition classification, based on the minimum ramification cost induced by the characteristic function of the game, is also presented.


2017 ◽  
Vol 13 (3) ◽  
pp. 587-596
Author(s):  
S. Batbileg ◽  
N. Tungalag ◽  
A. Anikin ◽  
A. Gornov ◽  
E. Finkelstein

AI Magazine ◽  
2016 ◽  
Vol 37 (1) ◽  
pp. 23-30 ◽  
Author(s):  
Praveen Paritosh ◽  
Gary Marcus

Human readers comprehend vastly more, and in vastly different ways, than any existing comprehension test would suggest. An ideal comprehension test for a story should cover the full range of questions and answers that humans would expect other humans to reasonably learn or infer from a given story. As a step toward these goals we propose a novel test, the Crowdsourced Comprehension Challenge (C3), which is constructed by repeated runs of a three-person game, the Iterative Crowdsourced Comprehension Game (ICCG). ICCG uses structured crowdsourcing to comprehensively generate relevant questions and supported answers for arbitrary stories, whether fiction or nonfiction, presented across a variety of media such as videos, podcasts, and still images.


10.37236/454 ◽  
2010 ◽  
Vol 17 (1) ◽  
Author(s):  
Ying-Chao Hung ◽  
Robert W. Chen ◽  
Alan Zame ◽  
May-Ru Chen

We consider the context of a three-person game in which each player selects strings over $\{0,1\}$ and observe a series of fair coin tosses. The winner of the game is the player whose selected string appears first. Recently, Chen et al. showed that if the string length is greater and equal to three, two players can collude to attain an advantage by choosing the pair of strings $11\ldots 10$ and $00\ldots 01$. We call these two strings "complement strings", since each bit of one string is the complement bit of the corresponding bit of the other string. In this note, we further study the property of complement strings for three-person games. We prove that if the string length is greater than five and two players choose any pair of complement strings (except for the pair $11\ldots 10$ and $00\ldots 01$), then the third player can always attain an advantage by choosing a particular string.


2000 ◽  
Vol 28 (10) ◽  
pp. 2099-2107 ◽  
Author(s):  
D. Santamaria
Keyword(s):  

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