Related papers: Hypergames and full completeness for system F (rou…
We study verification problems for history-constrained systems (HCS), a model of guarded computation that uses nested systems. An outer system describes the process architecture in which a sequence of actions represents the communication…
An intensional model for the programming language PCF is described, in which the types of PCF are interpreted by games, and the terms by certain "history-free" strategies. This model is shown to capture definability in PCF. More precisely,…
This article presents a new game semantics for Martin-L\"of type theory (MLTT), in which each game is equipped with selected isomorphism strategies that represent (computational) proofs for (intensional) equality between strategies on the…
In previous work with Pous, we defined a semantics for CCS which may both be viewed as an innocent form of presheaf semantics and as a concurrent form of game semantics. We define in this setting an analogue of fair testing equivalence,…
Definable zero-sum stochastic games involve a finite number of states and action sets, reward and transition functions that are definable in an o-minimal structure. Prominent examples of such games are finite, semi-algebraic or globally…
An $n$-player game $X$ in normal form can be modeled via undirected discrete graphical models where the discrete random variables represent the players and their state spaces are the set of pure strategies. There exists an edge between the…
We prove that in a general zero-sum repeated game where the first player is more informed than the second player and controls the evolution of information on the state, the uniform value exists. This result extends previous results on…
This paper introduces Gm, which is a category for extensive-form games. It also provides some applications. The category's objects are games, which are understood to be sets of nodes which have been endowed with edges, information sets,…
We propose a generic mechanism for incentivizing behavior in an arbitrary finite game using payments. Doing so is trivial if the mechanism is allowed to observe all actions taken in the game, as this allows it to simply punish those agents…
We develop an algebraic and operational framework for quantum isomorphisms of hypergraphs, using tools from compact quantum group theory. We introduce a new synchronous version of the hypergraph isomorphism game whose game algebra uniformly…
We present a systematic investigation of the quantum games, constructed using a novel repeated game protocol, when played repeatedly ad infinitum. We focus on establishing that such repeated games -- by virtue of inherent quantum-mechanical…
We analyze grand-canonical minority games with infinite and finite score memory and different updating timescales (from `on-line' games to `batch' games) in detail with various complementary methods, both analytical and numerical. We focus…
In previous work on higher-order games, we accounted for finite games of unbounded length by working with continuous outcome functions, which carry implicit game trees. In this work we make such trees explicit. We use concepts from…
Game theory is used by all behavioral sciences, but its development has long centered around tools for relatively simple games and toy systems, such as the economic interpretation of equilibrium outcomes. Our contribution, compositional…
The application of the methods of quantum mechanics to game theory provides us with the ability to achieve results not otherwise possible. Both linear superpositions of actions and entanglement between the players' moves can be exploited.…
A recurring problem in game semantics is to enforce uniformity in strategies. Informally, a strategy is uniform when the Player's behaviour does not depend on the particular indexing of moves chosen by the Opponent. In game semantics,…
Regular games form a well-established class of games for analysis and synthesis of reactive systems. They include coloured Muller games, McNaughton games, Muller games, Rabin games, and Streett games. These games are played on directed…
Many complex phenomena, from the selection of traits in biological systems to hierarchy formation in social and economic entities, show signs of competition and heterogeneous performance in the temporal evolution of their components, which…
The Naming Game is a classic model for studying the emergence and evolution of language within a population. In this paper, we extend the traditional Naming Game model to encompass multiple committed opinions and investigate the system…
Two-player (antagonistic) games on (possibly stochastic) graphs are a prevalent model in theoretical computer science, notably as a framework for reactive synthesis. Optimal strategies may require randomisation when dealing with inherently…