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Record W1543366997 · doi:10.1017/cbo9780511807251.002

Playing games with algorithms: Algorithmic combinatorial game theory

2009· book-chapter· en· W1543366997 on OpenAlexaff
Erik D. Demaine, Robert A. Hearn

Bibliographic record

Venuenot available
Typebook-chapter
Languageen
FieldComputer Science
TopicArtificial Intelligence in Games
Canadian institutionsDalhousie University
Fundersnot available
KeywordsCombinatorial game theoryIdeal (ethics)Computer scienceGame complexityAlgorithmic game theoryGame theoryConstraint (computer-aided design)Theoretical computer scienceTurns, rounds and time-keeping systems in gamesComputational complexity theoryAlgorithmMathematicsSequential gameGame mechanicsVideo game designMathematical economicsArtificial intelligenceWorst-case complexity

Abstract

fetched live from OpenAlex

A bstract . Combinatorial games lead to several interesting, clean problems in algorithms and complexity theory, many of which remain open. The purpose of this paper is to provide an overview of the area to encourage further research. In particular, we begin with general background in Combinatorial Game Theory, which analyzes ideal play in perfect-information games, and Constraint Logic, which provides a framework for showing hardness. Then we survey results about the complexity of determining ideal play in these games, and the related problems of solving puzzles, in terms of both polynomial-time algorithms and computational intractability results. Our review of background and survey of algorithmic results are by no means complete, but should serve as a useful primer. Introduction Many classic games are known to be computationally intractable (assuming P ≠ NP): one-player puzzles are often NP-complete (for instance Minesweeper) or PSPACE-complete (Rush Hour), and two-player games are often PSPACE-complete (Othello) or EXPTIME-complete (Checkers, Chess, and Go). Surprisingly, many seemingly simple puzzles and games are also hard. Other results are positive, proving that some games can be played optimally in polynomial time. In some cases, particularly with one-player puzzles, the computationally tractable games are still interesting for humans to play. We begin by reviewing some basics of Combinatorial Game Theory in Section 2, which gives tools for designing algorithms, followed by reviewing the relatively new theory of Constraint Logic in Section 3, which gives tools for proving hardness.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.001
metaresearch head score (Gemma)0.004
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Theoretical or conceptual · Consensus signal: Theoretical or conceptual
GenreCandidate signal: Methods · Consensus signal: Methods
Teacher disagreement score0.010
Threshold uncertainty score0.034

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0010.004
Meta-epidemiology (narrow)0.0020.001
Meta-epidemiology (broad)0.0010.001
Bibliometrics0.0010.004
Science and technology studies0.0010.005
Scholarly communication0.0060.011
Open science0.0030.002
Research integrity0.0020.005
Insufficient payload (model declined to judge)0.0100.003

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.022
GPT teacher head0.251
Teacher spread0.229 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designTheoretical or conceptual
Domainnot available
GenreMethods

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations34
Published2009
Admission routes1
Has abstractyes

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