Related papers: Alpaga: A Tool for Solving Parity Games with Imper…
We consider two-player games with imperfect information and the synthesis of a randomized strategy for one player that ensures the objective is satisfied almost-surely (i.e., with probability 1), regardless of the strategy of the other…
In this paper we introduce polytopal stochastic games, an extension of two-player, zero-sum, turn-based stochastic games, in which we may have uncertainty over the transition probabilities. In these games the uncertainty over the…
Under certain assumptions in terms of information and models, equilibria correspond to possible stable outcomes in conflicting or cooperative scenarios where rational entities interact. For wireless engineers, it is of paramount importance…
The solution set of a system of polynomial equations typically contains ill-behaved, singular points. Resolution is a fundamental process in geometry in which we replace singular points with smooth points, while keeping the rest of the…
We consider a setting in which a principal gets to choose which game from some given set is played by a group of agents. The principal would like to choose a game that favors one of the players, the social preferences of the players, or the…
We introduce the novel notion of winning cores in parity games and develop a deterministic polynomial-time under-approximation algorithm for solving parity games based on winning core approximation. Underlying this algorithm are a number…
In imperfect-information games, subgame solving is significantly more challenging than in perfect-information games, but in the last few years, such techniques have been developed. They were the key ingredient to the milestone of superhuman…
We consider an assignment problem that has aspects of fair division as well as social choice. In particular, we investigate the problem of assigning a small subset from a set of indivisible items to multiple players so that the chosen…
A naive way to solve the model-checking problem of the mu-calculus uses fixpoint iteration. Traditionally however mu-calculus model-checking is solved by a reduction in linear time to a parity game, which is then solved using one of the…
Delay games are two-player games of infinite duration in which one player may delay her moves to obtain a lookahead on her opponent's moves. For $\omega$-regular winning conditions it is known that such games can be solved in…
We construct several definitions of imbalance and playability, both of which are related to the existence of dominated strategies. Specifically, a maximally balanced game and a playable game cannot have dominated strategies for any player.…
We study partially observable assistance games (POAGs), a model of the human-AI value alignment problem which allows the human and the AI assistant to have partial observations. Motivated by concerns of AI deception, we study a…
The efficiency of a game is typically quantified by the price of anarchy (PoA), defined as the worst ratio of the objective function value of an equilibrium --- solution of the game --- and that of an optimal outcome. Given the tremendous…
We propose InfoChess, a symmetric adversarial game that elevates competitive information acquisition to the primary objective. There is no piece capture, removing material incentives that would otherwise confound the role of information.…
In multiagent environments, the capability of learning is important for an agent to behave appropriately in face of unknown opponents and dynamic environment. From the system designer's perspective, it is desirable if the agents can learn…
This paper presents an efficient algorithm to solve the sleeping bandit with multiple plays problem in the context of an online recommendation system. The problem involves bounded, adversarial loss and unknown i.i.d. distributions for arm…
We study the alternating gradient descent-ascent (AltGDA) algorithm in two-player zero-sum games. Alternating methods, where players take turns to update their strategies, have long been recognized as simple and practical approaches for…
Probabilistic timed automata are a suitable formalism to model systems with real-time, nondeterministic and probabilistic behaviour. We study two-player zero-sum games on such automata where the objective of the game is specified as the…
Automated verification techniques for stochastic games allow formal reasoning about systems that feature competitive or collaborative behaviour among rational agents in uncertain or probabilistic settings. Existing tools and techniques…
We study the problem of finding equilibrium strategies in multi-agent games with incomplete payoff information, where the payoff matrices are only known to the players up to some bounded uncertainty sets. In such games, an ex-post…