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High performance machine learning models have become highly dependent on the availability of large quantity and quality of training data. To achieve this, various central agencies such as the government have suggested for different data…
Evolutionary games on networks traditionally involve the same game at each interaction. Here we depart from this assumption by considering mixed games, where the game played at each interaction is drawn uniformly at random from a set of two…
In competitive resource allocation formulations multiple agents compete over different contests by committing their limited resources in them. For these settings, contest games offer a game-theoretic foundation to analyze how players can…
Parity games are combinatorial representations of closed Boolean mu-terms. By adding to them draw positions, they have been organized by Arnold and one of the authors into a mu-calculus. As done by Berwanger et al. for the propositional…
Choice functions constitute a simple, direct and very general mathematical framework for modelling choice under uncertainty. In particular, they are able to represent the set-valued choices that typically arise from applying decision rules…
We introduce Game networks (G nets), a novel representation for multi-agent decision problems. Compared to other game-theoretic representations, such as strategic or extensive forms, G nets are more structured and more compact; more…
Beimel, Tassa and Weinreb (2008) and Farras and Padro (2010) partially characterized access structures of ideal weighted threshold secret sharing schemes in terms of the operation of composition. They classified indecomposable ideal…
Arboreal categories provide an axiomatic framework in which abstract notions of bisimilarity and back-and-forth games can be defined. They act on extensional categories, typically consisting of relational structures, via arboreal…
We define an all-small ruleset, Bipass, within the framework of normal-play combinatorial games. A game is played on finite strips of black and white stones. Stones of different colors are swapped provided they do not bypass one of their…
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…
Unlike Poker where the action space $\mathcal{A}$ is discrete, differential games in the physical world often have continuous action spaces not amenable to discrete abstraction, rendering no-regret algorithms with…
We introduce open games as a compositional foundation of economic game theory. A compositional approach potentially allows methods of game theory and theoretical computer science to be applied to large-scale economic models for which…
We introduce the notions of weakly *-concave and weakly naturally quasi-concave correspondence and prove fixed point theorems and continuous selection theorems for these kind of correspondences. As applications in the game theory, by using…
We study the underlying mathematical properties of various partial order models of concurrency based on transition systems, Petri nets, and event structures, and show that the concurrent behaviour of these systems can be captured in a…
Two families of denotational models have emerged from the semantic analysis of linear logic: dynamic models, typically presented as game semantics, and static models, typically based on a category of relations. In this paper we introduce a…
The class of Guaranteed Scoring Games (GS) are two-player combinatorial games with the property that Normal-play games (Conway et. al.) are ordered embedded into GS. They include, as subclasses, the scoring games considered by Milnor…
The biased interaction game described the operation of systems rooted in boundedly rational interactions under conditions of scarcity. The game explored the influence of bias and demonstrated how hierarchy and inequality are emergent system…
In this paper we consider strategic cost sharing games with so-called arbitrary sharing based on various combinatorial optimization problems, such as vertex and set cover, facility location, and network design problems. We concentrate on…
Given an impartial combinatorial game G, we create a class of related games (CIS-G) by specifying a finite set of positions in G and forbidding players from moving to those positions (leaving all other game rules unchanged). Such…
This article introduces differential hybrid games, which combine differential games with hybrid games. In both kinds of games, two players interact with continuous dynamics. The difference is that hybrid games also provide all the features…