Related papers: Impartial games emulating one-dimensional cellular…
Weighted timed games are two-player zero-sum games played in a timed automaton equipped with integer weights. We consider optimal reachability objectives, in which one of the players, that we call Min, wants to reach a target location while…
This paper provides sufficient conditions for the existence of solutions for two-person zero-sum games with inf/sup-compact payoff functions and with possibly noncompact decision sets for both players. Payoff functions may be unbounded, and…
This paper studies the number conservation property of 1-dimensional non-uniform cellular automata (CAs). In a non-uniform cellular automaton (CA), different cells may follow different rules. The present work considers that the cells follow…
The minimal number of inputs in the local function of a non-trivial cellular automaton is two. Such a function can be viewed as as a kind of binary operation. If this operation is associative, it forms, together with the set of states, a…
We generalize the quantum Prisoner's Dilemma to the case where the players share a non maximally entangled states. We show that the game exhibits an intriguing structure as a function of the amount of entanglement with two thresholds which…
We study a combinatorial game derived from a problem in the German National Mathematics Competition. In this game, two players take turns removing numbers from a finite set of natural numbers, aiming to satisfy a certain divisibility…
We consider the problem of learning a non-deterministic probabilistic system consistent with a given finite set of positive and negative tree samples. Consistency is defined with respect to strong simulation conformance. We propose learning…
Mean-payoff games are important quantitative models for open reactive systems. They have been widely studied as games of full observation. In this paper we investigate the algorithmic properties of several sub-classes of mean-payoff games…
In the previous work, we have given a novel, game-semantic model of computation in an intrinsic, non-inductive and non-axiomatic manner, which is similar to Turing machines but beyond computation on natural numbers, e.g., higher-order…
In a reachability-time game, players Min and Max choose moves so that the time to reach a final state in a timed automaton is minimised or maximised, respectively. Asarin and Maler showed decidability of reachability-time games on strongly…
In this paper, we extend the Descent framework, which enables learning and planning in the context of two-player games with perfect information, to the framework of stochastic games. We propose two ways of doing this, the first way…
When the game Lights Out is played according to an algorithm specifying the player's sequence of moves, it can be modeled using deterministic cellular automata. One such model reduces to the $\sigma$ automaton, which evolves according to…
n infinite two-player zero-sum game with a Borel winning set, in which the opponent's actions are monitored eventually but not necessarily immediately after they are played, is determined. The proof relies on a representation of the game as…
Mean-payoff games on timed automata are played on the infinite weighted graph of configurations of priced timed automata between two players, Player Min and Player Max, by moving a token along the states of the graph to form an infinite…
In this paper we define a new model of limited communication for multiplayer team games of imperfect information. We prove that the Team DFA Game and Team Formula Game, which have bounded state, remain undecidable when players have a rate…
The paper proposes a simple formalism for dealing with deterministic, non-deterministic and stochastic cellular automata in a unifying and composable manner. Armed with this formalism, we extend the notion of intrinsic simulation between…
Alternating-time Temporal Logic (ATL*) is a central logic for multiagent systems. Its extension to the imperfect information setting (ATL*i ) is well known to have an undecidable model-checking problem when agents have perfect recall.…
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…
This paper shows that the satisfiability problem for probabilistic CTL (PCTL, for short) is undecidable. By a reduction from $1\frac{1}{2}$-player games with PCTL winning objectives, we establish that the PCTL satisfiability problem is…
There have been two major lines of research aimed at capturing resource-bounded players in game theory. The first, initiated by Rubinstein, charges an agent for doing costly computation; the second, initiated by Neyman, does not charge for…