We formulate a baseball plate appearance as a finite two-person, zero-sum, extensive-form game with chance moves and imperfect information. Successive pitch cycles are connected through the evolving count, while the Batter chooses an action without observing the Pitcher's current pitch selection. Terminal outcomes are valued through a run-expectancy utility that incorporates both runs scored during the plate appearance and the continuation value of the half-inning. We implement the sequence-form representation of the game, whose linear-programming formulation grows linearly with the game tree and permits exact minimax equilibrium computations for trees far beyond the practical range of the normal form. Nature's transition probabilities are estimated from MLB Statcast data. We also establish two complementary dynamic-programming interpretations. For general finite two-person zero-sum games with perfect recall, we show that the dual variables of the sequence-form best-response programs decompose into reach weights and conditional continuation values. Under the additional state-Markov assumptions of the baseball model, we prove that the full minimax equilibrium can be computed by backward induction over the twelve non-terminal counts. The resulting computations produce equilibrium strategies, continuation values, and conditional and reach-weighted measures of the strategic cost of non-optimal actions.
A two-player zero-sum repeated game between a learner and nature whose value identity generates Bayesian updating and an exact accounting of exponential-weights regret at once is given, and supplies the comparator-class variational form that a wide class of concentration phenomena share.
I develop a reproducible framework for evaluating individual batting and bowling performances in Twenty20 (T20) cricket on one interpretable scale of runs above expectation, built from two ball-level primitives. The first, Runs Above Expected (RAE), is the residual between the runs scored on a delivery and a contextual...
In the fair dueling game, two players take turns shooting at each other, with the turn order defined by the following fairness criterion: the next shot is assigned to the player who is less likely to have won the duel so far. Cooper and Dutle showed that when both players have the same probability $p$ of a successful s...
We introduce an uncoupled learning algorithm which, when employed by all players of an arbitrary $N$-player normal form game with up to $K$ actions per player, guarantees $O(N^3\log^2 K)$ individual regret, uniformly over the horizon of play. The proposed algorithm - which we call higher-order optimism with discounting...
Omar Abbadi, R. Laraki, P. Mertikopoulos· 4 citations· ⚡4
We study last-iterate convergence in unknown two-player zero-sum matrix games with bandit payoff feedback and observed opponent actions. For games with $d$ actions per player, we develop an algorithm achieving a duality gap of $\widetilde{\mathcal{O}}(\sqrt{d/t})$ with high probability, simultaneously at every round $t...
A combinatorial game is a two-player game without hidden information or chance elements. The main object of combinatorial game theory is to determine the outcome (i.e., which player has a winning strategy) of a given position in combinatorial games. Nim is a well-known and fundamental ruleset in combinatorial game theo...
Kengo Hashimoto· 0 citations
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