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Coding theory plays a crucial role in enabling reliable communication, storage, and computation. Classical approaches assume a worst-case adversarial model and ensure error correction and data recovery only when the number of honest nodes…
In the classical version of online bipartite matching, there is a given set of offline vertices (aka agents) and another set of vertices (aka items) that arrive online. When each item arrives, its incident edges -- the agents who like the…
As machine learning algorithms increasingly influence critical decision making in different application areas, understanding human strategic behavior in response to these systems becomes vital. We explore individuals' choice between…
In strategic classification, agents manipulate their features, at a cost, to receive a positive classification outcome from the learner's classifier. The goal of the learner in such settings is to learn a classifier that is robust to…
Game semantics describe the interactive behavior of proofs by interpreting formulas as games on which proofs induce strategies. Such a semantics is introduced here for capturing dependencies induced by quantifications in first-order…
Game semantics is a trace-like denotational semantics for programming languages where the notion of legal observable behaviour of a term is defined combinatorially, by means of rules of a game between the term (the "Proponent") and its…
We study a game for recognising formal languages, in which two players with imperfect information need to coordinate on a common decision, given private input words correlated by a finite graph. The players have a joint objective to avoid…
A \emph{fair competition}, based on the concept of envy-freeness, is a non-eliminating competition where each contestant (team or individual player) may not play against all other contestants, but the total difficulty for each contestant is…
Incomplete cooperative games generalise the classical model of cooperative games by omitting the values of some of the coalitions. This allows to incorporate uncertainty into the model and study the underlying games as well as possible…
We show that computing approximate stationary Markov coarse correlated equilibria (CCE) in general-sum stochastic games is computationally intractable, even when there are two players, the game is turn-based, the discount factor is an…
This is an introduction to Game Semantics based on some lecture notes given at the CLiCS II summer school in Cambridge in 1995. We will focus on the recent (1994) work on Game semantics, which has led to some striking advances in the Full…
In this paper we propose a causal modeling approach to intersectional fairness, and a flexible, task-specific method for computing intersectionally fair rankings. Rankings are used in many contexts, ranging from Web search results to…
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…
Deception is a technique to mislead human or computer systems by manipulating beliefs and information. For the applications of cyber deception, non-cooperative games become a natural choice of models to capture the adversarial interactions…
miniKanren's key semantic advance over Prolog is to implement a complete yet efficient search strategy, fairly interleaving execution between disjuncts. This fairness is accomplished by bounding how much work is done exploring one disjunct…
With the success of modern machine learning, it is becoming increasingly important to understand and control how learning algorithms interact. Unfortunately, negative results from game theory show there is little hope of understanding or…
We present an algorithm for computing evolutionarily stable strategies (ESSs) in symmetric perfect-recall extensive-form games of imperfect information. Our main algorithm is for two-player games, and we describe how it can be extended to…
A new approach to the design of massively parallel and interactive programming languages has been recently proposed using rv-systems (interactive systems with registers and voices) and Agapia programming. In this paper we present a few…
Strategies for sustaining cooperation and preventing exploitation by selfish agents in repeated games have mostly been restricted to Markovian strategies where the response of an agent depends on the actions in the previous round. Such…
An $n$-player game $X$ in normal form can be modeled via undirected discrete graphical models where the discrete random variables represent the players and their state spaces are the set of pure strategies. There exists an edge between the…