### Table 1. Requirements for a design of a game with complete and perfect information

"... In PAGE 3: ...1 Mechanism Requirements For simplicity reasons, we use a chooseS command, similar to that of [14], which can be modelled in Promela as a non-deterministic choice over the values in the set S. Table1 shows the requirements for the cake cutting protocol. Each entry of the table describes an identifier (variable or constant), its definition, a possible condition for its calculation, its type and its IO (input or output) status.... ..."

### Table 5. Algorithm: Fictitious play for two-player, zero-sum stochastic games using a model.

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"... In PAGE 6: ...1 Fictitious Play Fictitious play (Robinson, 1951; Vrieze, 1987) assumes opponents play stationary strategies. The basic game the- ory algorithm is shown in Table5 . The algorithm main- tains information about the average value of each action (i.... ..."

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### Table 5. Algorithm: Fictitious play for two-player, zero-sum stochastic games using a model.

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"... In PAGE 6: ...1 Fictitious Play Fictitious play (Robinson, 1951; Vrieze, 1987) assumes opponents play stationary strategies. The basic game the- ory algorithm is shown in Table5 . The algorithm main- tains information about the average value of each action (i.... ..."

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### Table 5: The stochastic climbing game table (50%).

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"... In PAGE 5: ... However, the FMQ heuristic cannot distinguish adequately between miscoordination penalties and reward variance in stochastic games. Therefore, it fails to solve more com- plex games such as the stochastic climbing game which is shown in Table5 . The stochas- tic version of the climbing game differs from the original in that each joint action now corresponds to two rewards instead of just one.... ..."

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### Table 4: The partially stochastic climbing game table.

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### Table 8: The stochastic climbing game table (50%).

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### Table 12: The stochastic climbing game table (50%).

### Table 9: Game values and perfect games for Kalah(m, n).

"... In PAGE 7: ... 4. RESULTS Table9 provides the exact game values for Kalah with varying numbers of holes and initial counters per hole, expressed in the difference of kalahah content. Moreover, we provide an example of a perfect game from both sides.... ..."

### Table 2 Some game-theoretic values of games known today Game Result

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"... In PAGE 13: ... 6. Conclusions In Table2 , we have collected the main results known today, in which 0 stands for draw, 1 for a first-player win, and 2 for a second-player win. For mnk-games we only included games with m and n at least being equal to k, since otherwise the game is trivially drawn.... In PAGE 13: ... For Domineering we only have included m m games. From Table2 we see that in a variety of two-person zero-sum games with perfect information the concept of initiative seems to be the predominant notion, Table 2 Some game-theoretic values of games known today Game Result... ..."

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