Academic literature on the topic 'Zero-Communication two-Player games'

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Journal articles on the topic "Zero-Communication two-Player games"

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López-Rivero, Jaicer, Hugo Cruz-Suárez, and Carlos Camilo-Garay. "Nash equilibria in risk-sensitive Markov stopping games under communication conditions." AIMS Mathematics 9, no. 9 (2024): 23997–4017. http://dx.doi.org/10.3934/math.20241167.

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<p>This paper analyzes the existence of Nash equilibrium in a discrete-time Markov stopping game with two players. At each decision point, Player Ⅱ is faced with the choice of either ending the game and thus granting Player Ⅰ a final reward or letting the game continue. In the latter case, Player Ⅰ performs an action that affects transitions and receives a running reward from Player Ⅱ. We assume that Player Ⅰ has a constant and non-zero risk sensitivity coefficient, while Player Ⅱ strives to minimize the utility of Player Ⅰ. The effectiveness of decision strategies was measured by the ri
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Zhang, Youzhi, Bo An, and Jakub Černý. "Computing Ex Ante Coordinated Team-Maxmin Equilibria in Zero-Sum Multiplayer Extensive-Form Games." Proceedings of the AAAI Conference on Artificial Intelligence 35, no. 6 (2021): 5813–21. http://dx.doi.org/10.1609/aaai.v35i6.16728.

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Computational game theory has many applications in the modern world in both adversarial situations and the optimization of social good. While there exist many algorithms for computing solutions in two-player interactions, finding optimal strategies in multiplayer interactions efficiently remains an open challenge. This paper focuses on computing the multiplayer Team-Maxmin Equilibrium with Coordination device (TMECor) in zero-sum extensive-form games. TMECor models scenarios when a team of players coordinates ex ante against an adversary. Such situations can be found in card games (e.g., in Br
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Habel, Chad Sean. "Doom Guy Comes of Age: Mediating Masculinities in Power Fantasy Video Games." M/C Journal 21, no. 2 (2018). http://dx.doi.org/10.5204/mcj.1383.

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Introduction: Game Culture and GenderAs texts with the potential to help mediate specific forms of identity, video games are rich and complex sites for analysis. A tendency, however, still exists in scholarship to treat video games as just another kind of text, and work that explores the expression of masculine identity persists in drawing from cinematic analysis without proper consideration of game design and how these games are played (Triana). For example, insights from studies into horror cinema may illuminate the relationship between players and game systems in survival horror video games
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Young, Sherman. "Beyond the Flickering Screen: Re-situating e-books." M/C Journal 11, no. 4 (2008). http://dx.doi.org/10.5204/mcj.61.

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The move from analog distribution to online digital delivery is common in the contemporary mediascape. Music is in the midst of an ipod driven paradigm shift (Levy), television and movie delivery is being reconfigured (Johnson), and newspaper and magazines are confronting the reality of the world wide web and what it means for business models and ideas of journalism (Beecher). In the midst of this change, the book publishing industry remains defiant. While embracing digital production technologies, the vast majority of book content is still delivered in material form, printed and shipped the o
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Barry, Derek. "Wilde’s Evenings." M/C Journal 10, no. 6 (2008). http://dx.doi.org/10.5204/mcj.2722.

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 According to Oscar Wilde, the problem with socialism was that it took up too many evenings. Wilde’s aphorism alludes to a major issue that bedevils all attempts to influence the public sphere: the fact that public activities encroach unduly on citizens’ valuable time. In the 21st century, the dilemma of how to deal with “too many evenings” is one that many citizen journalists face as they give their own time to public pursuits. This paper will look at the development of the public citizen and what it means to be a citizen journalist with reference to some of the writer’s o
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Barry, Derek. "Wilde’s Evenings: The Rewards of Citizen Journalism." M/C Journal 11, no. 1 (2008). http://dx.doi.org/10.5204/mcj.29.

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According to Oscar Wilde, the problem with socialism was that it took up too many evenings. Wilde’s aphorism alludes to a major issue that bedevils all attempts to influence the public sphere: the fact that public activities encroach unduly on citizens’ valuable time. In the 21st century, the dilemma of how to deal with “too many evenings” is one that many citizen journalists face as they give their own time to public pursuits. This paper will look at the development of the public citizen and what it means to be a citizen journalist with reference to some of the writer’s own experiences in the
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Dissertations / Theses on the topic "Zero-Communication two-Player games"

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Sunny, Anupa. "Complexity measures through the lens of two-player games and signatures of the hypercube." Electronic Thesis or Diss., Université Paris Cité, 2023. http://www.theses.fr/2023UNIP7070.

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Les mesures de complexité des fonctions booléennes capturent divers aspects de la difficulté du calcul d'une fonction et leur étude consiste à trouver des connexions entre différentes mesures de complexité. Dans la première partie de cette thèse, nous introduisons et étudions la complexité de jeux de certificats, une mesure de complexité basée sur la probabilité de gagner un jeu dans lequel deux joueurs reçoivent des entrées avec des valeurs de fonctions différentes et doivent produire un indice i pour lequel leurs entrées diffèrent, sans communiquer. Nous donnons des bornes supérieures et inf
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Book chapters on the topic "Zero-Communication two-Player games"

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"Optimal Design for Nonlinear Two-Player Zero-Sum Games under Communication Constraints." In Optimal Networked Control Systems with MATLAB. CRC Press, 2018. http://dx.doi.org/10.1201/b19390-10.

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Cope, Dylan, and Nandi Schoots. "Channel Randomisation Methods for Zero-Shot Communication." In Frontiers in Artificial Intelligence and Applications. IOS Press, 2024. http://dx.doi.org/10.3233/faia240918.

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When agents learn to communicate via self-play the result is typically brittle communication strategies that only work with agents encountered during training. To alleviate this and train agents that can communicate with agents outside of their training communities we introduce two training-time interventions that apply to the messages sent between agents. These methods are: (1) message mutation, where messages are randomly changed; and (2) channel permutation, where random permutations are applied to the message space. These proposals are tested using a simple two-player sequential referential game in which the agents are given the opportunity to establish communicative conventions within a single episode. After training multiple sets of agents we analyse the performance of these agents when they are matched with a ‘stranger’ from another training run, i.e. their zero-shot communication performance. We find that both message mutation and channel permutation positively influence performance, and we discuss their effects.
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Conference papers on the topic "Zero-Communication two-Player games"

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Xu, Hao, and S. Jagannathan. "Finite horizon stochastic optimal control of nonlinear two-player zero-sum games under communication constraint." In 2014 International Joint Conference on Neural Networks (IJCNN). IEEE, 2014. http://dx.doi.org/10.1109/ijcnn.2014.6889617.

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Tewolde, Emanuel, Brian Hu Zhang, Caspar Oesterheld, et al. "Imperfect-Recall Games: Equilibrium Concepts and Their Complexity." In Thirty-Third International Joint Conference on Artificial Intelligence {IJCAI-24}. International Joint Conferences on Artificial Intelligence Organization, 2024. http://dx.doi.org/10.24963/ijcai.2024/332.

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We investigate optimal decision making under imperfect recall, that is, when an agent forgets information it once held before. An example is the absentminded driver game, as well as team games in which the members have limited communication capabilities. In the framework of extensive-form games with imperfect recall, we analyze the computational complexities of finding equilibria in multiplayer settings across three different solution concepts: Nash, multiselves based on evidential decision theory (EDT), and multiselves based on causal decision theory (CDT). We are interested in both exact and
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Andreica, Mugurel Ionut, and Nicolae Tapus. "Intelligent strategies for several zero-, one- and two-player games." In 2008 International Conference on Intelligent Computer Communication and Processing (ICCP). IEEE, 2008. http://dx.doi.org/10.1109/iccp.2008.4648380.

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