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Algorithmic game theory (AGT) is an area in the intersection of game theory and computer science, with the objective of understanding and design of algorithms in strategic environments. Typically, in Algorithmic Game Theory problems, the input to a given algorithm is distributed among many players who have a personal interest in the output.
In game theory, Zermelo's theorem is a theorem about finite two-person games of perfect information in which the players move alternately and in which chance does not affect the decision making process. It says that if the game cannot end in a draw, then one of the two players must have a winning strategy (i.e. can force a win).
Irrespective of the problem category, the process of solving a problem can be divided into two broad steps: constructing an efficient algorithm, and implementing the algorithm in a suitable programming language (the set of programming languages allowed varies from contest to contest). These are the two most commonly tested skills in programming ...
A solved game is a game whose outcome (win, lose or draw) can be correctly predicted from any position, assuming that both players play perfectly.This concept is usually applied to abstract strategy games, and especially to games with full information and no element of chance; solving such a game may use combinatorial game theory or computer assistance.
The evolution graph of the game of nim with three heaps is the same as three branches of the evolution graph of the Ulam–Warburton automaton. [9] Nim has been mathematically solved for any number of initial heaps and objects, and there is an easily calculated way to determine which player will win and which winning moves are open to that player.
The secretary problem demonstrates a scenario involving optimal stopping theory [1] [2] that is studied extensively in the fields of applied probability, statistics, and decision theory. It is also known as the marriage problem, the sultan's dowry problem, the fussy suitor problem, the googol game, and the best choice problem.
It is known that they lie outside of the class NC, a class of problems with highly efficient parallel algorithms, because problems in NC can be solved in an amount of space polynomial in the logarithm of the input size, and the class of problems solvable in such a small amount of space is strictly contained in PSPACE by the space hierarchy theorem.
Pursuit–evasion (variants of which are referred to as cops and robbers and graph searching) is a family of problems in mathematics and computer science in which one group attempts to track down members of another group in an environment. Early work on problems of this type modeled the environment geometrically. [1]