Related papers: Alpaga: A Tool for Solving Parity Games with Imper…
Graph games with {\omega}-regular winning conditions provide a mathematical framework to analyze a wide range of problems in the analysis of reactive systems and programs (such as the synthesis of reactive systems, program repair, and the…
Parity games are two-player infinite-duration games on graphs that play a crucial role in various fields of theoretical computer science. Finding efficient algorithms to solve these games in practice is widely acknowledged as a core problem…
The notion of separating automata was introduced by Bojanczyk and Czerwinski for understanding the first quasipolynomial time algorithm for parity games. In this paper we show that separating automata is a powerful tool for constructing…
Recent advances in game AI, such as AlphaZero and Ath\'enan, have achieved superhuman performance across a wide range of board games. While highly powerful, these agents are ill-suited for human-AI interaction, as they consistently…
Artificial intelligence has seen several breakthroughs in recent years, with games often serving as milestones. A common feature of these games is that players have perfect information. Poker is the quintessential game of imperfect…
For a two-player imperfect-information extensive-form game (IIEFG) with $K$ time steps and a player action space of size $U$, the game tree complexity is $U^{2K}$, causing existing IIEFG solvers to struggle with large or infinite $(U,K)$,…
In this paper, we study a game called ``Mafia,'' in which different players have different types of information, communication and functionality. The players communicate and function in a way that resembles some real-life situations. We…
The McNaughton-Zielonka divide et impera algorithm is the simplest and most flexible approach available in the literature for determining the winner in a parity game. Despite its theoretical worst-case complexity and the negative reputation…
We consider two-player games played on finite graphs equipped with costs on edges and introduce two winning conditions, cost-parity and cost-Streett, which require bounds on the cost between requests and their responses. Both conditions…
This paper studies two-player zero-sum repeated Bayesian games in which every player has a private type that is unknown to the other player, and the initial probability of the type of every player is publicly known. The types of players are…
This paper aims to solve two fundamental problems on finite or infinite horizon dynamic games with perfect or almost perfect information. Under some mild conditions, we prove (1) the existence of subgame-perfect equilibria in general…
An imperfect-information game is a type of game with asymmetric information. It is more common in life than perfect-information game. Artificial intelligence (AI) in imperfect-information games, such like poker, has made considerable…
Game-theoretic techniques and equilibria analysis facilitate the design and verification of competitive systems. While algorithmic complexity of equilibria computation has been extensively studied, practical implementation and application…
We show that the problem of checking if a given nondeterministic parity automaton simulates another given nondeterministic parity automaton is NP-hard. We then adapt the techniques used for this result to show that the problem of checking…
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…
Probabilistic concurrent/distributed strategies have so far not been investigated thoroughly in the context of imperfect information, where the Player has only partial knowledge of the moves made by the Opponent. In a situation where the…
Gist is a tool that (a) solves the qualitative analysis problem of turn-based probabilistic games with {\omega}-regular objectives; and (b) synthesizes reasonable environment assumptions for synthesis of unrealizable specifications. Our…
In this paper, we extend the Descent framework, which enables learning and planning in the context of two-player games with perfect information, to the framework of stochastic games. We propose two ways of doing this, the first way…
Stackelberg Games are gaining importance in the last years due to the raise of Adversarial Machine Learning (AML). Within this context, a new paradigm must be faced: in classical game theory, intervening agents were humans whose decisions…
This paper studies the rational synthesis problem for multi-player games played on graphs when rational players are following subgame perfect equilibria. In these games, one player, the system, declares his strategy upfront, and the other…