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Games can be represented in normal (strategic) form as a matrix showing players, strategies, and payoffs, or in extensive form as a tree showing the order of moves and payoffs. A strategy is a complete plan of action for any situation that may arise in a game. There are different types of strategies such as symmetry, pairs, and dynamic programming strategies that can be used by players.
Games can be represented in normal (strategic) form as a matrix showing players, strategies, and payoffs, or in extensive form as a tree showing the order of moves and payoffs. A strategy is a complete plan of action for any situation that may arise in a game. There are different types of strategies such as symmetry, pairs, and dynamic programming strategies that can be used by players.
Games can be represented in normal (strategic) form as a matrix showing players, strategies, and payoffs, or in extensive form as a tree showing the order of moves and payoffs. A strategy is a complete plan of action for any situation that may arise in a game. There are different types of strategies such as symmetry, pairs, and dynamic programming strategies that can be used by players.
1. a set of players, 2. a set of moves (or strategies) available to those players, and 3. a specification of payoffs for each combination of strategies. There are two ways of representing games that are common in the literatre ! The normal (or strategic form) game is a matri" which shows the players, strategies, and payoffs (see the e"ample to the right). #ere there are two players$ one chooses the row and the other chooses the colmn. %ach player has two strategies, which are specified by the nmber of rows and the nmber of colmns. The payoffs are provided in the interior. The first nmber is the payoff received by the row player (Player 1 in or e"ample)$ the second is the payoff for the colmn player (Player 2 in or e"ample). &ppose that Player 1 plays top and that Player 2 plays left. Then Player 1 gets ', and Player 2 gets (. )hen a game is presented in normal form, it is presmed that each player acts simltaneosly or, at least, withot *nowing the actions of the other. If players have some information abot the choices of other players, the game is sally presented in e"tensive form. ! The e"tensive form can be sed to formali+e games with some important order. Games here are presented as trees (as pictred to the left). #ere each verte" (or node) represents a point of choice for a player. The player is specified by a nmber listed by the verte". The lines ot of the verte" represent a possible action for that player. The payoffs are specified at the bottom of the tree. In the game pictred here, there are two players. Player 1 moves first and chooses either F or U. Player 2 sees Player 1's move and then chooses A or R. &ppose that Player 1 chooses U and then Player 2 chooses A, then Player 1 gets , and Player 2 gets 2. The e"tensive form can also captre simltaneos!move games. %ither a dotted line or circle is drawn arond two different vertices to represent them as being part of the same information set (i.e., the players do not *now at which point they are). Games classification ! by nmber of players o with a player o with more players ! by moves natre o games with free moves - the move is constiently chosen from a set of possible actions o games with random moves - dies, card games, coins o games with mi"ed moves ! by information .antity o games with perfect information ! players know the moves previously made by all other players ex. chess, go, mancala, and arimaa. /erfect 01 complete - Complete information reuires that every player know the strategies and payoffs of the other players but not necessarily the actions. o games with partial (imperfect) information - card games 2ara 3io4an 5 Games and strategies AI seminar 2 !ame strategy " the rles that define ni.ely the free moves for a player ta*ing into accont the crrent state of the game. In game theory, a player6s strategy is a complete plan of action for whatever sitation might arise$ this flly determines the player6s behavior. A player6s strategy will determine the action the player will ta*e at any stage of the game, for every possible history of play p to that stage. A strategy profile is a set of strategies for each player which flly specifies all actions in a game. A strategy profile mst inclde one and only one strategy for every player. The strategy concept is sometimes (wrongly) confsed with that of a move. A move is an action ta*en by a player at some point dring the play of a game (e.g., in chess, moving white6s 7ishop a2 to b(). A strategy on the other hand is a complete algorithm for playing the game, implicitly listing all moves and conter!moves for every possible sitation throghot the game. The nmber of 8moves8 in a Tic Tac Toe game is ' or 9, depending on whether yo start or not, and considering that neither player can s*ip a trn$ while the actal nmber of 8strategies8 is over : trillion. #trategy types$ ! symmetry strategy ! pairs strategy ! parity strategy ! dynamic programming strategy ! and;or graphs strategy ! others Conditions$ ! each game has a finite nmber of steps ! a game does not contain random elements (dies, cards, coins) ! games with complete information ! the players move alternatively 2ara 3io4an 2 Games and strategies AI seminar 2 % #&''()*& #)*%)(!& ! a player A imitates the moves of the other player 7 ta*ing into accont a symmetry a"is ! one a"is or two a"is (in this case we have a symmetry centre at the intersection of the two symmetry a"is) ! if the player 7 can move then the player A can also ma*e a move 1< the game will be over when the player 7 can not ma*e a new move. ! If the player 7 moves first, then the game is split (brea* p) into two parts one for player 7 moves and another part for player A moves (that are symmetric with the A=s moves) ! It is possible that the first move to not have a symmetric pair move +1 ,omino game We have a rectangular board with N*M cells Alternately! two "layers A and # draw two cells $a %o&ino' which are e&"ty until that &o&ent (he "layer unable to "er)or& a &ove is the looser o) the ga&e Find a "er)ect strategy )or co&"uter! the other "layer being a hu&an one (he co&"uter &oves )irst *onstrains+ At least one o) the nu&bers N and M &ust be even a) n,m - even 75 75 A' 79 79 A' 7( A: A: 7( A2 A2 )inner is A b) n! even, m !odd 7 cold win the game if he chooses to draw two cells from the forth colmn. . +2 Coins We have n coins that are "laced on a circle such as each coin adheres to its neighbours Alternatively! two "layers &ove a coin or two glued coins (he "layer # starts the ga&e (he "layer that ta,es a coin last ti&e is the winner If 7 ta*es a coin 1< it will be n!5 coins 1< an array with n!5 coins If 7 ta*es 2 coins 1< it will be n!2 coins 1< an array with n!5 coins If n!5 ; n!2 - even 1< A ta*es the 2 ob>ect from the array middle and then it will imitate the 7=s moves 1< A wins the game 2ara 3io4an ( Games and strategies AI seminar 2 If n!5 ; n!2 - odd 1< A ta*es one ob>ect from the array middle and then it will imitate the 7=s moves 1< A wins the game - +%.*# #)*%)(!& ! a generali+ation of symmetry strategy ! at each step, a player A will ma*e the pair!move of the player 7=s move. ! It is possible that the initial move does not have a pair ! There are virtal!dominos - hori+ontal paired cells, horse step, etc. +2 Cell cutting up A rectangular "a"er is divided into N*M cells Alternatively! two "layers cut-u" a cell that is the neighbour $on hori.ontal or vertical' ) the last cut-u" cell $by he other "layer' (he "layer A starts the ga&e (he "layer that cut-u" the last cell is the winner Restrictions+ a ell is cut-u" only once 5) n?m - even nmber 1< 7 always wins A 7 !! !! @ !! !! @ A @ !! !! @ 7 @ !! !! !! !! @ !! !! 2) n?m - odd nmber 1< A always win A moves a cell, then 7 and then A imitates 7 % // // // // // // // // 0 // // // // 0 +3 the same problem as +1, but we consider the diagonal neihborhood 5) n, m - even nmbers 1< 7 wins A 7 A A A A A A 7A 7A 7A 7A 7A A A 2ara 3io4an 7 A ' Games and strategies AI seminar 2 A A A A 2) n - even nmber, m - odd nmber 1< A wins A 7 A A A A AA 7A 7A C +%*.)& #)*%)(!& ! we have two position (state) types o even state (ni.e state) o odd state (non!ni.e state) ! each state is defined in favor to one of the players(let=s say to player A favor) 1< at each step, A will move in order o transform the odd state of the game into an even game state (B !< %). ! the player 7 can transform the even state into an odd state (%!<B) ! the final state is an even state. ! If the initial state is an odd one, then the player that starts the game, will win the game o If A starts: 1 - there is a move of (A) !< ( - for all moves of 7!< 1- there is a move of (A) !< ( o If 7 starts: ( - for all moves of 7!< 1- there is a move of (A) !< ( +2 2im We have N stac,s each having "/i0 ob1ects Alternately! two "layers A and # e2tract )ro& a single stac, any nu&ber o) ob1ects (he "layer "er)or&ing the last &ove is the winner o) the ga&e Find a "er)ect strategy )or co&"uter! the other "layer being a hu&an one (he co&"uter &oves )irst Cim is one of the oldest and thrilling mathematical game. Its origin is probably Dhinese and in its original form, it contained ' stac*s with 2, 2, ' and E, respectively, coins. The first analysis of this game was performed and pblished in 5FG5 by professor Dharles 2eonard 7oton, from #arvard niversity. The soltion of this game spposes to divide the set of game positions into two classes (C and &) and becase any natral nmber can be decomposed as a ni.e sm of powers of 2 (actally, it is based on the binary digital sm). Hor defining a game state, we mst consider the coins nmber from each stac* - in this way we obtain an n!pla (a$1'!a$2'!!a$n'). 2ara 3io4an 9 Games and strategies AI seminar 2 ,ef. A state (or an n!pla) is a singlar position game if and only if all nmbers 2 s , where s 1G,5,I, is represented (in the state (a$1'!a$2'!!a$n')) or an even nmber times. A game position is non!singlar if it is not singlar. ). Hrom an even position, ma*ing any moves, we arrive into an odd position. In an even position, each power of 2 appears for an even nmber times. If we e"tract several coins from a stac*, then there will be some powers of 2 that will appear for odd times. &5: 2 1 2 5
&2: ( 1 2 5 J 2 G
&(: ' 1 2 2
&': 9 1 2 2 J 2 G 2 G - 2, 2 5 - 2, 2 2 - 2, ! Hrom an even stac* o %ven coins ! 2 coins from &( 1 < &5: 2 1 2 5
&2: ( 1 2 5 J 2 G
&(: 2 1 2 5
&': 9 1 2 2 J 2 G 1< 2 G - 2, 2 5 - (, 2 2 - 5 1< odd state o Bdd coins - 5 coin from &5 &5: 5 1 2 G
&2: ( 1 2 5 J 2 G
&(: ' 1 2 2
&': 9 1 2 2 J 2 G 1< 2 G - (, 2 5 - 5, 2 2 - 2 1< odd state ! Hrom an odd stac* o %ven coins ! 2 coins from &' 1 < &5: 2 1 2 5
&2: ( 1 2 5 J 2 G
&(: ' 1 2 2
&': ( 1 2 5 J 2 G 1< 2 G - 2, 2 5 - (, 2 2 - 2 1< odd state o Bdd coins - 5 coin from &( &5: 2 1 2 G
&2: 2 1 2 5
&(: ' 1 2 2
&': 9 1 2 2 J 2 G 1< 2 G - 2, 2 5 - 5, 2 2 - 2 1< odd state ). Hrom an odd state, ma*ing a convenient move, it is possible to obtain an even state. The *ey to the theory of the game is the binary digital sm of the heap si+es, that is, the sm (in binary) neglecting all carries from one digit to another. This operation is also 2ara 3io4an : Games and strategies AI seminar 2 *nown as e"clsive or ("or). )ithin combinatorial game theory it is sally called the nim/sum. In normal play, the winning strategy is to finish every move with a Cim!sm of G, which is always possible if the Cim!sm is not +ero before the move. If the Cim!sm is +ero, then the ne"t player will lose if the other player does not ma*e a mista*e. To find ot which move to ma*e, let K be the Cim!sm of all the heap si+es. Ta*e the Cim!sm of each of the heap si+es with K, and find a heap whose si+e decreases. The winning strategy is to play in sch a heap, redcing that heap to the Cim!sm of its original si+e with K. Hor instance, if we have three stac*s &5((), &2(') and &((9), ta*ing the Cim!sm of the si+es is K 1 ( KBL ' KBL 9 1 2. The Cim!sms of the heap si+es &51(, &21', and &(19 with K12 are &5 KBL K 1 ( KBL 2 1 5 &2 KBL K 1 ' KBL 2 1 : &( KBL K 1 9 KBL 2 1 E The only heap that is redced is heap &5, so the winning move is to redce the si+e of heap &5 to 5 (by removing two ob>ects). +2 -achet We have a stac, with n ob1ects Alternately! two "layers A and # e2tract )ro& the stac, &a2i& , ob1ects (he "layer "er)or&ing the last &ove is the winner o) the ga&e Find a "er)ect strategy )or co&"uter! the other "layer being a hu&an one (he co&"uter &oves )irst An even state - when n mod (*J5) 1 G An odd state - when n mod (*J5) 01 G Hinal state mst be an even state. Hor all moves % !< B - we will ta*e * ob>ects There is a move B !< % - we will ta*e (n mod (*J5)) ob>ects 2ara 3io4an E