Finite automata capturing winning sequences for all possible variants of the \(PQ\) penny flip game (Q1657268)

From MaRDI portal
Revision as of 19:28, 24 July 2023 by Importer (talk | contribs) (‎Created a new Item)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
scientific article
Language Label Description Also known as
English
Finite automata capturing winning sequences for all possible variants of the \(PQ\) penny flip game
scientific article

    Statements

    Finite automata capturing winning sequences for all possible variants of the \(PQ\) penny flip game (English)
    0 references
    0 references
    0 references
    0 references
    0 references
    0 references
    0 references
    0 references
    13 August 2018
    0 references
    Summary: 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 \textit{D. A. Meyer} [Phys. Rev. Lett. 82, No. 5, 1052--1055 (1999; Zbl 0958.81007)]. In this paper, we investigate \textit{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.
    0 references
    finite automata
    0 references
    games
    0 references
    \(PQ\) penny flip game
    0 references
    game variants
    0 references
    winning sequences
    0 references

    Identifiers

    0 references
    0 references
    0 references
    0 references
    0 references
    0 references