Related papers: Hypergames and full completeness for system F (rou…
Genericity is the idea that the same program can work at many different data types. Longo, Milstead and Soloviev proposed to capture the inability of generic programs to probe the structure of their instances by the following equational…
Curry-style system F, ie. system F with no explicit types in terms, can be seen as a core presentation of polymorphism from the point of view of programming languages. This paper gives a characterisation of type isomorphisms for this…
Hyperproperties generalize traditional trace properties by relating multiple execution traces rather than reasoning about individual runs in isolation. They provide a unified way to express important requirements such as information flow…
Axioms are presented which encapsulate the properties satisfied by categories of games which form the basis of results on full abstraction for PCF and other programming languages, and on full completeness for various logics and type…
Model-checking HyperLTL, a temporal logic expressing properties of sets of traces with applications to information-flow based security and privacy, has a decidable, but TOWER-complete, model-checking problem. While the classical…
An extension of the WHILE-language is developed for programming game-theoretic mechanisms involving multiple agents. Examples of such mechanisms include auctions, voting procedures, and negotiation protocols. A structured operational…
Standard game theory assumes that the structure of the game is common knowledge among players. We relax this assumption by considering extensive games where agents may be unaware of the complete structure of the game. In particular, they…
Using coalgebraic methods, we extend Conway's theory of games to possibly non-terminating, i.e. non-wellfounded games (hypergames). We take the view that a play which goes on forever is a draw, and hence rather than focussing on winning…
We provide a self-contained introduction to finite extensive games with perfect information. In these games players proceed in turns having, at each stage, finitely many moves to their disposal, each play always ends, and in each play the…
Saturation is a fundamental game-semantic property satisfied by strategies that interpret higher-order concurrent programs. It states that the strategy must be closed under certain rearrangements of moves, and corresponds to the intuition…
We consider the general model of zero-sum repeated games (or stochastic games with signals), and assume that one of the players is fully informed and controls the transitions of the state variable. We prove the existence of the uniform…
This paper proposes a new approach to power in Game Theory. Cooperation and conflict are simulated with a mechanism of payoff alteration, called F-game. Using convex combinations of preferences, an F-game can measure players' attitude to…
The identification of the Stuxnet worm in 2010 provided a highly publicized example of a cyber attack used to damage an industrial control system physically. This raised public awareness about the possibility of similar attacks against…
These lecture notes attempt a mathematical treatment of game theory akin to mathematical physics. A game instance is defined as a sequence of states of an underlying system. This viewpoint unifies classical mathematical models for 2-person…
While the general theory for the terminal-initial value problem in mean-field games is widely used in many models of applied mathematics, the modeling potential of the corresponding forward-forward version is still under-considered. In this…
We present a general computation model inspired in the notion of information hiding in software engineering. This model has the form of a game which we call quiz game. It allows in a uniform way to prove exponential lower bounds for several…
We propose a game-theoretic framework that incorporates both incomplete information and general ambiguity attitudes on factors external to all players. Our starting point is players' preferences on payoff-distribution vectors, essentially…
Classical game-theoretic models typically assume rational agents, complete information, and common knowledge of payoffs - assumptions that are often violated in real-world MAS characterized by uncertainty, misaligned perceptions, and nested…
Infinite-state games are a commonly used model for the synthesis of reactive systems with unbounded data domains. Symbolic methods for solving such games need to be able to construct intricate arguments to establish the existence of winning…
We attempt to make superdeterminism more intuitive, notably by simulating a deterministic model system, a billiard game. In this system an initial 'bang' correlates all events, just as in the superdeterministic universe. We introduce the…