

























In this note we discuss a theory of combinatorial games that involve transmitting the moves through a noisy channel that can introduce errors during the transmission. Players are aware of this interference and incorporate this variable into the game: the valid move is the received one, regardless of whether it is the other player's sent move (as long as it is a valid move in the original game; otherwise, a retransmission is requested). Players know the probability of introducing an error through communication and can play a non-optimal (but valid) move that maximizes their chances of winning. We present some examples and provide the basic definitions and results of this type of games.
此内容由惯性聚合(RSS阅读器)自动聚合整理,仅供阅读参考。 原文来自 — 版权归原作者所有。