In this note, I introduce a new framework called n-person games with partial knowledge, in which players have only limited knowledge about the aspects of the game -- including actions, outcomes, and other players. For example, playing an actual game of chess is a game of partial knowledge. To analyze these games, I introduce a set of new concepts and mechanisms for measuring the intelligence of players, with a focus on the interplay between human- and machine-based decision-making. Specifically, I introduce two main concepts: firstly, the Game Intelligence (GI) mechanism, which quantifies a player's demonstrated intelligence in a game by considering not only the game's outcome but also the "mistakes" made during the game according to the reference machine's intelligence. Secondly, I define gaming-proofness, a practical and computational concept of strategy-proofness. The GI mechanism provides a practicable way to assess players and can potentially be applied to a wide range of games, from chess and backgammon to AI systems. To illustrate the concept, I apply the GI mechanism to a selection of top-level chess games.
翻译:在这篇论文中,我介绍了一种名为部分知识n人游戏的新框架,其中玩家对游戏的某些方面,包括行动、结果和其他玩家,只有有限的了解。例如,实际下棋就是部分知识游戏的一个例子。为了分析这些游戏,我引入了一组新的概念和机制,用于衡量玩家的智能水平,重点关注人-机决策的相互作用。具体地,我引入了两个主要概念:首先是游戏智能(GI)机制,通过考虑参考机器智能下玩家所犯的“错误”,来量化游戏中玩家的表现智能水平,而不仅仅是考虑游戏结果。其次,我定义了 gaming-proofness——一个具有实用和计算概念的策略无虑性。GI机制提供了一种实用的评估玩家能力的方法,并有潜力应用于广泛的游戏,从象棋和纸牌游戏到人工智能系统。为了说明这个概念,我将GI机制应用到一些顶级的国际象棋比赛中。