Related papers: Imitation in Large Games
We consider a computing system where a master processor assigns tasks for execution to worker processors through the Internet. We model the workers decision of whether to comply (compute the task) or not (return a bogus result to save the…
Repeated games have a long tradition in the behavioral sciences and evolutionary biology. Recently, strategies were discovered that permit an unprecedented level of control over repeated interactions by enabling a player to unilaterally…
We study the role of imitation within the Minority Game model of market. The players can exchange information locally, which leads to formation of groups which act as if they were single players. Coherent spatial areas of rich and poor…
Game Theory concepts have been successfully applied in a wide variety of domains over the past decade. Sports and games are one of the popular areas of game theory application owing to its merits and benefits in solving complex scenarios.…
We show that under some general conditions the finite memory determinacy of a class of two-player win/lose games played on finite graphs implies the existence of a Nash equilibrium built from finite memory strategies for the corresponding…
Imitating successful behavior is a natural and frequently applied approach to trust in when facing scenarios for which we have little or no experience upon which we can base our decision. In this paper, we consider such behavior in atomic…
We consider (random) strategic interactions in a large population consisting of a variety of players. A rational player chooses actions that maximize certain utility functions, while a behavioral player chooses actions based on preferences…
In this paper I present several algorithmic techniques for improving the decision process of multiple types of agents behaving in environments where their interests are in conflict. The interactions between the agents are modelled by using…
We consider the dynamics, existence and stability of the equilibrium states for large populations of individuals who can play various types of non--cooperative games. The players imitate the most attractive strategies, and the choice is…
In multiplayer games with sequential decision-making, self-interested players form dynamic coalitions to achieve most-preferred temporal goals beyond their individual capabilities. We introduce a novel procedure to synthesize strategies…
With the vast amount of data collected on football and the growth of computing abilities, many games involving decision choices can be optimized. The underlying rule is the maximization of an expected utility of outcomes and the law of…
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…
Imitation is a key component of human social behavior, and is widely used by both children and adults as a way to navigate uncertain or unfamiliar situations. But in an environment populated by multiple heterogeneous agents pursuing…
We study games with finitely many participants, each having finitely many choices. We consider the following categories of participants: (I) populations: sets of nonatomic agents, (II) atomic splittable players, (III) atomic non splittable…
In the game-theoretic model war of attrition, players are subject to an explicit cost proportional to the duration of contests. We construct a model where the time cost is not explicitly given, but instead depends implicitly on the…
Learning models do not in general imply that weakly dominated strategies are irrelevant or justify the related concept of "forward induction," because rational agents may use dominated strategies as experiments to learn how opponents play,…
Selection in a time-periodic environment is modeled via the two-player replicator dynamics. For sufficiently fast environmental changes, this is reduced to a multi-player replicator dynamics in a constant environment. The two-player terms…
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…
In this paper we introduce novel algorithmic strategies for effciently playing two-player games in which the players have different or identical player roles. In the case of identical roles, the players compete for the same objective (that…
We investigate an algorithm that assigns to any game in normal form an approximating game that admits an ordinal potential function. Due to the properties of potential games, the algorithm equips every game with a surrogate reward structure…