Extensive Form Games
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Extensive Form Games
An extensive-form game is a specification of a game in game theory, allowing (as the name suggests) for the explicit representation of a number of key aspects, like the sequencing of players' possible moves, their choices at every decision point, the (possibly imperfect) information each player has about the other player's moves when they make a decision, and their payoffs for all possible game outcomes. Extensive-form games also allow for the representation of incomplete information in the form of chance events modeled as "moves by nature". Finite extensive-form games Some authors, particularly in introductory textbooks, initially define the extensive-form game as being just a game tree with payoffs (no imperfect or incomplete information), and add the other elements in subsequent chapters as refinements. Whereas the rest of this article follows this gentle approach with motivating examples, we present upfront the finite extensive-form games as (ultimately) constructed here. Thi ...
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Game Theory
Game theory is the study of mathematical models of strategic interactions among rational agents. Myerson, Roger B. (1991). ''Game Theory: Analysis of Conflict,'' Harvard University Press, p.&nbs1 Chapter-preview links, ppvii–xi It has applications in all fields of social science, as well as in logic, systems science and computer science. Originally, it addressed two-person zero-sum games, in which each participant's gains or losses are exactly balanced by those of other participants. In the 21st century, game theory applies to a wide range of behavioral relations; it is now an umbrella term for the science of logical decision making in humans, animals, as well as computers. Modern game theory began with the idea of mixed-strategy equilibria in two-person zero-sum game and its proof by John von Neumann. Von Neumann's original proof used the Brouwer fixed-point theorem on continuous mappings into compact convex sets, which became a standard method in game theory and mathema ...
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Singleton (mathematics)
In mathematics, a singleton, also known as a unit set or one-point set, is a set with exactly one element. For example, the set \ is a singleton whose single element is 0. Properties Within the framework of Zermelo–Fraenkel set theory, the axiom of regularity guarantees that no set is an element of itself. This implies that a singleton is necessarily distinct from the element it contains, thus 1 and are not the same thing, and the empty set is distinct from the set containing only the empty set. A set such as \ is a singleton as it contains a single element (which itself is a set, however, not a singleton). A set is a singleton if and only if its cardinality is . In von Neumann's set-theoretic construction of the natural numbers, the number 1 is ''defined'' as the singleton \. In axiomatic set theory, the existence of singletons is a consequence of the axiom of pairing: for any set ''A'', the axiom applied to ''A'' and ''A'' asserts the existence of \, which is the same a ...
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Backgammon
Backgammon is a two-player board game played with counters and dice on tables boards. It is the most widespread Western member of the large family of tables games, whose ancestors date back nearly 5,000 years to the regions of Mesopotamia and Persia. The earliest record of backgammon itself dates to 17th-century England, being descended from the 16th-century Irish (game), game of Irish.Forgeng, Johnson and Cram (2003), p. 269. Backgammon is a two-player game of contrary movement in which each player has fifteen piece (tables game), pieces, known traditionally as 'men' (short for 'tablemen') but increasingly known as 'checkers' in the US in recent decades. These pieces move along twenty-four 'point (tables game), points' according to the roll of two dice. The objective of the game is to move the fifteen pieces around the board and be first to ''bear off'', i.e., remove them from the board. The achievement of this while the opponent is still a long way behind results in a triple wi ...
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Expectminimax Tree
The expectiminimax algorithm is a variation of the minimax algorithm, for use in artificial intelligence systems that play two-player zero-sum games, such as backgammon, in which the outcome depends on a combination of the player's skill and chance elements such as dice rolls. In addition to "min" and "max" nodes of the traditional minimax tree, this variant has "chance" (" move by nature") nodes, which take the expected value of a random event occurring. In game theory terms, an expectiminimax tree is the game tree of an extensive-form game of perfect, but incomplete information. In the traditional minimax method, the levels of the tree alternate from max to min until the depth limit of the tree has been reached. In an expectiminimax tree, the "chance" nodes are interleaved with the max and min nodes. Instead of taking the max or min of the utility values of their children, chance nodes take a weighted average, with the weight being the probability that child is reached. The ...
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Infinite Chess
Infinite chess is any variation of the game of chess played on an unbounded chessboard. Versions of infinite chess have been introduced independently by multiple players, chess theorists, and mathematicians, both as a playable game and as a model for theoretical study. It has been found that even though the board is unbounded, there are ways in which a player can win the game in a finite number of moves. Background Classical (FIDE) chess is played on an 8×8 board (64 squares). However, the history of chess includes variants of the game played on boards of various sizes. A predecessor game called courier chess was played on a slightly larger 12×8 board (96 squares) in the 12th century, and continued to be played for at least six hundred years. Japanese chess (shogi) has been played historically on boards of various sizes; the largest is taikyoku shōgi ("ultimate chess"). This chess-like game, which dates to the mid 16th century, was played on a 36×36 board (1296 squares) ...
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Chess
Chess is a board game for two players, called White and Black, each controlling an army of chess pieces in their color, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to distinguish it from related games, such as xiangqi (Chinese chess) and shogi (Japanese chess). The recorded history of chess goes back at least to the emergence of a similar game, chaturanga, in seventh-century India. The rules of chess as we know them today emerged in Europe at the end of the 15th century, with standardization and universal acceptance by the end of the 19th century. Today, chess is one of the world's most popular games, played by millions of people worldwide. Chess is an abstract strategy game that involves no hidden information and no use of dice or cards. It is played on a chessboard with 64 squares arranged in an eight-by-eight grid. At the start, each player controls sixteen pieces: one king, one queen, two rooks, t ...
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Tic-tac-toe
Tic-tac-toe (American English), noughts and crosses (Commonwealth English), or Xs and Os (Canadian or Irish English) is a paper-and-pencil game for two players who take turns marking the spaces in a three-by-three grid with ''X'' or ''O''. The player who succeeds in placing three of their marks in a horizontal, vertical, or diagonal row is the winner. It is a solved game, with a forced draw assuming best play from both players. Gameplay Tic-tac-toe is played on a three-by-three grid by two players, who alternately place the marks X and O in one of the nine spaces in the grid. In the following example, the first player (''X'') wins the game in seven steps: There is no universally-agreed rule as to who plays first, but in this article the convention that X plays first is used. Players soon discover that the best play from both parties leads to a draw. Hence, tic-tac-toe is often played by young children who may not have discovered the optimal strategy. Because of the s ...
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Draw (chess)
In chess, there are a number of ways that a game can end in a draw, neither player winning. Draws are codified by various rules of chess including stalemate (when the player to move is not in check but has no legal move), threefold repetition (when the same position occurs three times with the same player to move), and the fifty-move rule (when the last fifty successive moves made by both players contain no or pawn move). Under the standard FIDE rules, a draw also occurs in a dead position (when no sequence of legal moves can lead to checkmate), most commonly when neither player has sufficient to checkmate the opponent. Unless specific tournament rules forbid it, players may agree to a draw at any time. Ethical considerations may make a draw uncustomary in situations where at least one player has a reasonable chance of winning. For example, a draw could be called after a move or two, but this would likely be thought unsporting. In the 19th century, some tournaments, notably ...
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Artificial Intelligence
Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech recognition, computer vision, translation between (natural) languages, as well as other mappings of inputs. The ''Oxford English Dictionary'' of Oxford University Press defines artificial intelligence as: the theory and development of computer systems able to perform tasks that normally require human intelligence, such as visual perception, speech recognition, decision-making, and translation between languages. AI applications include advanced web search engines (e.g., Google), recommendation systems (used by YouTube, Amazon and Netflix), understanding human speech (such as Siri and Alexa), self-driving cars (e.g., Tesla), automated decision-making and competing at the highest level in strategic game systems (such as chess and Go). ...
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Combinatorial Game Theory
Combinatorial game theory is a branch of mathematics and theoretical computer science that typically studies sequential games with perfect information. Study has been largely confined to two-player games that have a ''position'' that the players take turns changing in defined ways or ''moves'' to achieve a defined winning condition. Combinatorial game theory has not traditionally studied games of chance or those that use imperfect or incomplete information, favoring games that offer perfect information in which the state of the game and the set of available moves is always known by both players. However, as mathematical techniques advance, the types of game that can be mathematically analyzed expands, thus the boundaries of the field are ever changing. Scholars will generally define what they mean by a "game" at the beginning of a paper, and these definitions often vary as they are specific to the game being analyzed and are not meant to represent the entire scope of the field. C ...
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Perfect Information
In economics, perfect information (sometimes referred to as "no hidden information") is a feature of perfect competition. With perfect information in a market, all consumers and producers have complete and instantaneous knowledge of all market prices, their own utility, and own cost functions. In game theory, a sequential game has perfect information if each player, when making any decision, is perfectly informed of all the events that have previously occurred, including the "initialization event" of the game (e.g. the starting hands of each player in a card game).Archived aGhostarchiveand thWayback Machine Perfect information defined at 0:25, with academic sources and . Perfect information is importantly different from complete information, which implies common knowledge of each player's utility functions, payoffs, strategies and "types". A game with perfect information may or may not have complete information. Games where some aspect of play is ''hidden'' from opponents - su ...
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Epistemic Modal Logic
Epistemic modal logic is a subfield of modal logic that is concerned with reasoning about knowledge. While epistemology has a long philosophical tradition dating back to Ancient Greece, epistemic logic is a much more recent development with applications in many fields, including philosophy, theoretical computer science, artificial intelligence, economics and linguistics. While philosophers since Aristotle have discussed modal logic, and Medieval philosophers such as Avicenna, Ockham, and Duns Scotus developed many of their observations, it was C. I. Lewis who created the first symbolic and systematic approach to the topic, in 1912. It continued to mature as a field, reaching its modern form in 1963 with the work of Kripke. Historical development Many papers were written in the 1950s that spoke of a logic of knowledge in passing, but the Finnish philosopher G. H. von Wright's 1951 paper titled ''An Essay in Modal Logic'' is seen as a founding document. It was not until 1962 tha ...
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