462 research outputs found
A note on games corresponding to sequencing situations with due dates
convex cooperative games;one-machine sequencing situations;due dates;ready times
The Structure of the Set of Equilibria for Two Person Multicriteria Games
In this paper the structure of the set of equilibria for two person multicriteria games is analysed. It turns out that the classical result for the set of equilibria for bimatrix games, that it is a finite union of polytopes, is only valid for multicriteria games if one of the players only has two pure strategies. A full polyhedral description of these polytopes can be derived when the player with an arbitrary number of pure strategies has one criterion.game theory;equilibrium theory
On the Rule of Chance Moves and Information in Two-Person Games
The value of information has been the subject of many studies in a strategic context.The central question in these studies is how valuable the information hidden in the chance moves of a game is for one or more of the players.Generally speaking, only the extra possibilities that are beneficial for the players have been considered so far.In this note we study the value of information for a special class of two-person games.For these games we also investigate how badly the players can do, both with and without knowing the result of the chance move. In this way one can determine to what extent the players are restricted in their possibilities by the fact that some information is hidden in the chance moves of the games.This allows for a comparison of the influence of the chance move to the control that the players have over the game result.information;games;control
Measuring Skill in More-Person Games with Applications to Poker
In several jurisdictions, commercially exploiting a game of chance (rather than skill) is subject to a licensing regime. It is obvious that roulette is a game of chance and chess a game of skill, but the law does not provide a precise description of where the boundary between the two classes is drawn. We build upon the framework of Borm and Van der Genugten (2001) and Dreef et al. (2004) and propose a modification of the skill concept for more-person games. We apply our new skill measure to a simplified version of poker called Straight Poker and conclude that this game should be classified as a game of skill
A New Relative Skill Measure for Games with Chance Elements
An interesting aspect of games is the relative extent to which a player can positively influence his results by making appropriate strategic choices. This question is closely related to the issue of how to distinguish between games of skill and games of chance. The distinction between these two types of games is definitely interesting from a juridical point of view. Borm and Van der Genugten (2001) presented a method to measure the skill level of a game. In principle, their measure can serve as a juridical tool for the classification of games with respect to skill. In this paper we present a modification of the measure. The main difference is that this new definition does not automatically classify incomplete information games without chance moves as games of skill. We use a coin game and a simplified version of standard drawpoker as an illustration
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