The meticulous study of finite automata has produced many important and useful results. Automata are simple yet efficient finite state machines that can be utilized in a plethora of situations. It comes, therefore, as no surprise that they have been used in classic game theory in order to model players and their actions. Game theory has recently been influenced by ideas from the field of quantum computation. As a result, quantum versions of classic games have already been introduced and studied. The P Q penny flip game is a famous quantum game introduced by Meyer in 1999. In this paper, we investigate all possible finite games that can be played between the two players Q and Picard of the original P Q game. For this purpose, we establish a rigorous connection between finite automata and the P Q game along with all its possible variations. Starting from the automaton that corresponds to the original game, we construct more elaborate automata for certain extensions of the game, before finally presenting a semiautomaton that captures the intrinsic behavior of all possible variants of the P Q game. What this means is that, from the semiautomaton in question, by setting appropriate initial and accepting states, one can construct deterministic automata able to capture every possible finite game that can be played between the two players Q and Picard. Moreover, we introduce the new concepts of a winning automaton and complete automaton for either player.
Game theory and its quantum extension apply in numerous fields that affect people’s social, political, and economical life. Physical limits imposed by the current technology used in computing architectures (e.g., circuit size) give rise to the need for novel mechanisms, such as quantum inspired computation. Elements from quantum computation and mechanics combined with game-theoretic aspects of computing could open new pathways towards the future technological era. This paper associates dominant strategies of repeated quantum games with quantum automata that recognize infinite periodic inputs. As a reference, we used the PQ-PENNY quantum game where the quantum strategy outplays the choice of pure or mixed strategy with probability 1 and therefore the associated quantum automaton accepts with probability 1. We also propose a novel game played on the evolution of an automaton, where players’ actions and strategies are also associated with periodic quantum automata.
The Kolkata Paise Restaurant Problem is a challenging game in which n agents decide where to have lunch during their break. The game is not trivial because there are exactly n restaurants, and each restaurant can accommodate only one agent. We study this problem from a new angle and propose a novel strategy that results in greater utilization. Adopting a spatially distributed approach where the restaurants are uniformly distributed in the entire city area makes it possible for every agent to visit multiple restaurants. For each agent, the situation resembles that of the iconic traveling salesman, who must compute an optimal route through n cities. We rigorously prove probabilistic formulas that confirm the advantages of this policy and the increase in utilization. The derived equations generalize formulas that were previously known in the literature, which can be seen as special cases of our results.
This paper introduces a new quantum game called Quantum Tapsilou that is inspired by the classical traditional Greek coin tossing game tapsilou. The new quantum game, despite its increased complexity and scope, retains the most important characteristic of the traditional game. In the classical game, both players have probability to win. The quantum version retains this characteristic feature, which is that both players have the same probability to win, but only now this probability varies considerably and depends on previous moves and choices. The two most important novelties of Quantum Tapsilou can be attributed to its implementation of entanglement via the use of rotation gates instead of Hadamard gates, which generates Bell-like states with unequal probability amplitudes, and the integral use of groups. In Quantum Tapsilou both players agree on a specific cyclic rotation group of order n, for some sufficiently large n. The game is based on the chosen group, in the sense that both players will draw their moves from its elements. More specifically, both players will pick rotations from this group to realize their actions using the corresponding rotation gates. In the Quantum Tapsilou game, it is equally probable for both players to win. This fact is in accordance with a previous result in the literature showing that quantum games where both players choose their actions from the same group, exhibit perfect symmetry by providing each player with the possibility to pick the move that counteracts the other player’s action.