Partial Computing is a research and practice lab for games of incomplete information.
Elections, negotiations, markets and alliances are played by agents who each see only part of the board. We study how these games unfold, how technology is changing the way they are played, and where it could help resolve them.
We work across game theory, design, neuroscience and philosophy, because understanding how agents interact means looking at what they know, what they perceive and what they value.
Practice
Bounty
Artificial agent ecology
Ongoing
An online social game for 20 players, humans and AIs mixed without revealing who is who. Over eight rounds they explore a map, secretly steal loot, negotiate, lie, accuse each other and vote to punish others. Whoever collects the most points wins.
The real aim is experimental: to compare how humans and AIs behave, measuring inequality, movement, alliances, votes and strategies, and to find out whether they can actually be told apart.
Minimax Solver
Computational game theory
Ongoing
An experimental solver for games of incomplete information, using no-limit Texas hold'em as its main testbed. It studies how equilibrium (GTO) strategies are computed and measured, through metrics such as exploitability.
The goal is to find alternatives to the standard algorithms that reach the same quality with less compute. We test approaches such as learned value estimates and more efficient memory use, and benchmark them against established methods on accuracy, speed and resources.
TurtlesGame
Agent-based modelling for children
Starting soon
A no-code platform for building agent-based models, designed so that children can create their own simulations and play with them. It takes the ideas behind NetLogo further: models are assembled from visual pieces instead of code, with turtles, rules and worlds that can be changed while the simulation runs.
Every simulation can be played as a game and shared with others. The aim is for children to discover, by experimenting, how simple local rules give rise to flocks, crowds, markets and ecosystems.