Multiplayer Games of War
Axel Adjei, Neil Krishnan, Elchanan Mossel
TL;DR
This work extends stochastic War models to any number of players and shows that the evolving deck configuration is equivalent to a sticky random walk on the $m$-simplex, with game termination matching absorption. Under symmetry and suitable size conditions ($n/m$ large and bounded initial hands), the absorption time—and thus the War termination time—scales as $\Theta(n^2)$. The analysis combines martingale arguments with bounds on the number of positive coordinates and extends to $f$-war variants; simulations corroborate the $n^2$ scaling, and an approximate formula $f^*(\mathbf{x})$ is proposed to estimate expected times, matching known $m=3$ results. The paper also outlines directions for tightening constants and analyzing post-loss card distributions.
Abstract
A recent paper by Bhatia, Chin, Mani, and Mossel (2026) defined stochastic processes aimed at modeling the game of War for {\em two players} with $n$ cards. That paper showed that these models, assuming uniform random decks, are equivalent to the Gambler's Ruin problem and therefore have an expected termination time of $Θ(n^2)$. In this paper, we generalize these models to {\em any number of players} $m$. We prove that the game with $m$ players is equivalent to a sticky random walk on an $m$-simplex; therefore, the termination time is the same as the absorption time of the sticky random walk. Interestingly, it seems that this absorption time has not been analyzed before. We show that the absorption time of the walk and the termination time of the game are both $Θ(n^2)$ for any number of players.
