Related papers: Locally Finite Knowledge Structures
Two distinct semantics have been considered for knowledge in the context of strategic reasoning, depending on whether players know each other's strategy or not. The problem of distributed synthesis for epistemic temporal specifications is…
Trustworthiness of artificially intelligent agents is vital for the acceptance of human-machine teaming in industrial manufacturing environments. Predictable behaviours and explainable (and understandable) rationale allow humans…
We study preference learning through recommendations in multi-agent game settings, where a moderator repeatedly interacts with agents whose utility functions are unknown. In each round, the moderator issues action recommendations and…
An infinite game on the set of real numbers appeared in Matthew Baker's work [Math. Mag. 80 (2007), no. 5, pp. 377--380] in which he asks whether it can help characterize countable subsets of the reals. This question is in a similar spirit…
Value methods for solving stochastic games with partial observability model the uncertainty about states of the game as a probability distribution over possible states. The dimension of this belief space is the number of states. For many…
Traditional game theory assumes that the players in the game are aware of the rules of the game. However, in practice, often the players are unaware or have only partial knowledge about the game they are playing. They may also have…
A game-theoretic setting provides a mathematical basis for analysis of strategic interaction among competing agents and provides insights into both classical and quantum decision theory and questions of strategic choice. An outstanding…
We introduce a hierarchical classification of theories that describe systems with fundamentally limited information content. This property is introduced in an operational way and gives rise to the existence of mutually complementary…
Mean-payoff games play a central role in quantitative synthesis and verification. In a single-dimensional game a weight is assigned to every transition and the objective of the protagonist is to assure a non-negative limit-average weight.…
In this work we create agents that can perform well beyond a single, individual task, that exhibit much wider generalisation of behaviour to a massive, rich space of challenges. We define a universe of tasks within an environment domain and…
In games with a large number of players where players may have overlapping objectives, the analysis of stable outcomes typically depends on player types. A special case is when a large part of the player population consists of imitation…
A nonlocality anomaly in which a partially entangled state can outperform a maximally entangled state in a task exploiting nonlocality and several ways to remove the anomaly are discussed. A necessary condition for the anomaly to occur is…
Over the course of the last 50 years, many questions in the field of computability were left surprisingly unanswered. One example is the question of $P$ vs $NP\cap co-NP$. It could be phrased in loose terms as "If a person has the ability…
The aim of this paper is to investigate the interplay between knowledge shared by a group of agents and its coalition ability. We investigate this relation in the standard context of imperfect information concurrent game. We assume that…
The behavior of entangled quantum systems can generally not be explained as being determined by shared classical randomness. In the first part of this paper, we propose a simple game for n players demonstrating this non-local property of…
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…
There is a broad consensus that the inability to form long-term plans is one of the key limitations of current foundational models and agents. However, the existing planning benchmarks remain woefully inadequate to truly measure their…
In general, finite concurrent two-player reachability games are only determined in a weak sense: the supremum probability to win can be approached via stochastic strategies, but cannot be realized. We introduce a class of concurrent games…
We compare two approaches for modelling imperfect information in infinite games by using finite-state automata. The first, more standard approach views information as the result of an observation process driven by a sequential Mealy…
We derive robust predictions in games involving flexible information acquisition, also known as rational inattention (Sims 2003). These predictions remain accurate regardless of the specific methods players employ to gather information.…