Related papers: Unbeatable Imitation
We study a combinatorial problem called Minimum Maximal Matching, where we are asked to find in a general graph the smallest that can not be extended. We show that this problem is hard to approximate with a constant smaller than 2, assuming…
The class of algorithmically computable simple games (i) includes the class of games that have finite carriers and (ii) is included in the class of games that have finite winning coalitions. This paper characterizes computable games,…
The use of game theoretic methods for control in multiagent systems has been an important topic in recent research. Valid utility games in particular have been used to model real-world problems; such games have the convenient property that…
We analyze the two-player game of Knock 'em Down, asymptotically as the number of tokens to be knocked down becomes large. Optimal play requires mixed strategies with deviations of order sqrt(n) from the naive law-of-large numbers…
We construct a model of strategic imitation in an arbitrary network of players who interact through an additive game. Assuming a discrete time update, we show a condition under which the resulting difference equations converge to consensus.…
We investigate quantum games in which the information is asymmetrically distributed among the players, and find the possibility of the quantum game outperforming its classical counterpart depends strongly on not only the entanglement, but…
We consider one-round games between a classical verifier and two provers who share entanglement. We show that when the constraints enforced by the verifier are `unique' constraints (i.e., permutations), the value of the game can be well…
An asymmetric generalization of classical Cournot's duopoly game was introduced and the simulation scheme of its quantized version was analyzed. In this scheme, the player assigned by a 'classical' measurement scheme always wins the player…
We study two-player general sum repeated finite games where the rewards of each player are generated from an unknown distribution. Our aim is to find the egalitarian bargaining solution (EBS) for the repeated game, which can lead to much…
Iterated coopetitive games capture the situation when one must efficiently balance between cooperation and competition with the other agents over time in order to win the game (e.g., to become the player with highest total utility).…
We consider 2-player stochastic games with perfectly observed actions, and study the limit, as the discount factor goes to one, of the equilibrium payoffs set. In the usual setup where current states are observed by the players, we show…
Parity games are simple infinite games played on finite graphs with a winning condition that is expressive enough to capture nested least and greatest fixpoints. Through their tight relationship to the modal mu-calculus, they are used in…
We study the conditions under which the iterated elimination of strictly dominated strategies is order independent and we identify a class of discontinuous games for which order does not matter. In this way, we answer the open problem…
In this work the properties of multi choice minority games are studied by means of extensive computational simulations. We have considered several ways of rewarding the strategies of the players and compared the resulting behaviours of the…
A partial differential equation is derived, describing the replicator dynamics with mutations of games with a continuous strategy space. This equation is then applied to continuous versions of symmetric 2x2 games, such as the Prisoners…
Stochastic two-player games model systems with an environment that is both adversarial and stochastic. The adversarial part of the environment is modeled by a player (Player 2) who tries to prevent the system (Player 1) from achieving its…
Evolutionary game theory classically investigates which behavioral patterns are evolutionarily successful in a single game. More recently, a number of contributions have studied the evolution of preferences instead: which subjective…
In this paper we give a set of necessary and sufficient conditions such that quantum players of a two-party {\sc xor} game cannot perform any better than classical players. With any such game, we associate a graph and examine its zero-error…
We analyze, both analytically and numerically, the self-organization of a system of "selfish" adaptive agents playing an arbitrary iterated pairwise game (defined by a 2X2 payoff matrix). Examples of possible games to play are: the…
We argue for the use of active learning methods for player modelling. In active learning, the learning algorithm chooses where to sample the search space so as to optimise learning progress. We hypothesise that player modelling based on…