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A mathematical model of the Mafia game

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arxiv 1009.1031 v3 pith:5TPTPM7E submitted 2010-09-06 math.PR cs.GTphysics.soc-ph

classification math.PRcs.GTphysics.soc-ph
keywords gamemafianumbercitizensdiscreteduringgroupsmathematical
verification ladder T0 review T1 audit T2 compute T3 formal
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Mafia (also called Werewolf) is a party game. The participants are divided into two competing groups: citizens and a mafia. The objective is to eliminate the opponent group. The game consists of two consecutive phases (day and night) and a certain set of actions (e.g. lynching during day). The mafia members have additional powers (knowing each other, killing during night) whereas the citizens are more numerous. We propose a simple mathematical model of the game, which is essentially a pure death process with discrete time. We find the closed-form solutions for the mafia winning-chance, w(n,m), as well as for the evolution of the game. Moreover, we investigate the discrete properties of results, as well as their continuous-time approximations. It turns out that a relatively small number of the mafia members, i.e. proportional to the square root of the total number of players, gives equal winning-chance for both groups. Furthermore, the game strongly depends on the parity of the total number of players.

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  1. Cumulative suspicion and absorption dynamics in an agent-based Mafia game

    physics.soc-ph 2026-07 conditional novelty 5.5 of 10

    History-dependent suspicion scores in an agent Mafia model yield F(τ)∼(τ/N)^{N_m} early extinction without detectives and an empirical N_c collapse of win probabilities that detectives break.

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