Related papers: Signaling games with pattern recognition
Pattern classification systems are commonly used in adversarial applications, like biometric authentication, network intrusion detection, and spam filtering, in which data can be purposely manipulated by humans to undermine their operation.…
We introduce a class of learning problems where the agent is presented with a series of tasks. Intuitively, if there is relation among those tasks, then the information gained during execution of one task has value for the execution of…
We study pure Nash equilibria in games on graphs with an imperfect monitoring based on a public signal. In such games, deviations and players responsible for those deviations can be hard to detect and track. We propose a generic epistemic…
We propose a generic game-based approach for test case generation. We set up a game between the tester and the System Under Test, in such a way that test cases correspond to game strategies, and the conformance relation ioco corresponds to…
Deception plays a critical role in the financial industry, online markets, national defense, and countless other areas. Understanding and harnessing deception - especially in cyberspace - is both crucial and difficult. Recent work in this…
Individuals, or organizations, cooperate with or compete against one another in a wide range of practical situations. Such strategic interactions are often modeled as games played on networks, where an individual's payoff depends not only…
Players are statistical learners who learn about payoffs from data. They may interpret the same data differently, but have common knowledge of a class of learning procedures. I propose a metric for the analyst's "confidence" in a strategic…
This paper studies sequential quantum games under the assumption that the moves of the players are drawn from groups and not just plain sets. The extra group structure makes possible to easily derive some very general results characterizing…
In the Bayesian persuasion model, a sender can convince a receiver to choose an alternative action to the one originally preferred by the receiver. A crucial assumption in this model is the sender's commitment to a predetermined information…
A protocol for considering decoherence in quantum games is presented. Results for two-player, two-strategy quantum games subject to decoherence are derived and some specific examples are given. Decoherence in other types of quantum games is…
This work explores dynamics existing in interactions between players. The dynamic system of games is a new attitude to modeling in which an event is modeled using several games. The model allows us to analyze the interplay capabilities and…
A traditional assumption in game theory is that players are opaque to one another -- if a player changes strategies, then this change in strategies does not affect the choice of other players' strategies. In many situations this is an…
We study the design of information acquisition games-environments where a designer contracts their action on Sender's choice of experiment and the realized signals about some state-and identify which predictions can be made absent knowledge…
With increasing game size, a problem of computational complexity arises. This is especially true in real world problems such as in social systems, where there is a significant population of players involved in the game, and the complexity…
We introduce a two-player model of reinforcement learning with memory. Past actions of an iterated game are stored in a memory and used to determine player's next action. To examine the behaviour of the model some approximate methods are…
A new approach to play games quantum mechanically is proposed. We consider two players who perform measurements in an EPR-type setting. The payoff relations are defined as functions of *correlations*, i.e. without reference to classical or…
We study a wireless jamming problem consisting of the competition between a legitimate receiver and a jammer, as a zero-sum game where the value to maximize/minimize is the channel capacity at the receiver's side. Most of the approaches…
The main approach to evaluating communication is by assessing how well it facilitates coordination. If two or more individuals can coordinate through communication, it is generally assumed that they understand one another. We investigate…
The emergence of collective cooperation in competitive environments is a well-known phenomenon in biology, economics, and social systems. While most evolutionary game models focus on the evolution of strategies for a fixed game, how…
We unify standard frameworks for approachability both in full or partial monitoring by defining a new abstract game, called the "purely informative game", where the outcome at each stage is the maximal information players can obtain,…