Related papers: P(l)aying for Synchronization
We study zero-sum repeated games where the minimizing player has to pay a certain cost each time he changes his action. Our contribution is twofold. First, we show that the value of the game exists in stationary strategies, depending solely…
We consider two-player stochastic games played on a finite graph for infinitely many rounds. Stochastic games generalize both Markov decision processes (MDP) by adding an adversary player, and two-player deterministic games by adding…
Two mobile agents (robots) have to meet in an a priori unknown bounded terrain modeled as a polygon, possibly with polygonal obstacles. Agents are modeled as points, and each of them is equipped with a compass. Compasses of agents may be…
We introduce the concept of budget games. Players choose a set of tasks and each task has a certain demand on every resource in the game. Each resource has a budget. If the budget is not enough to satisfy the sum of all demands, it has to…
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…
Inspired by asynchronous cooperative Parrondo's games we introduce two new types of games in which all players simultaneously play game A or game B or a combination of these two games. These two types of games differ in the way a…
We consider the first problem that appears in any application of synchronizing automata, namely, the problem of deciding whether or not a given $n$-state $k$-letter automaton is synchronizing. First we generalize results from…
In the game of Matching Pennies, Alice and Bob each hold a penny, and at every tick of the clock they simultaneously display the head or the tail sides of their coins. If they both display the same side, then Alice wins Bob's penny; if they…
Concurrent games with a fixed number of agents have been thoroughly studied, with various solution concepts and objectives for the agents. In this paper, we consider concurrent games with an arbitrary number of agents, and study the problem…
Synthesis of finite-state controllers from high-level specifications in multi-agent systems can be reduced to solving multi-player concurrent games over finite graphs. The complexity of solving such games with qualitative objectives for…
We describe a new coordination mechanism for non-atomic congestion games that leads to a (selfish) social cost which is arbitrarily close to the non-selfish optimal. This mechanism does not incur any additional extra cost, like tolls, which…
Imagine an assembly line where a box with a lid and liquid in it enters in some unknown orientation. The box should leave the line with the open lid facing upwards with the liquid still in it. To save costs there are no complex sensors or…
We approach the task of computing a carefully synchronizing word of optimum length for a given partial deterministic automaton, encoding the problem as an instance of SAT and invoking a SAT solver. Our experiments demonstrate that this…
We introduce the competitive assignment problem, a two-player version of the well-known assignment problem. Given a set of tasks and a set of agents with different efficiencies for different tasks, Alice and Bob take turns picking agents…
Probabilistic timed automata are a suitable formalism to model systems with real-time, nondeterministic and probabilistic behaviour. We study two-player zero-sum games on such automata where the objective of the game is specified as the…
Priced timed games are two-player zero-sum games played on priced timed automata (whose locations and transitions are labeled by weights modelling the cost of spending time in a state and executing an action, respectively). The goals of the…
We consider a class of multi-robot motion planning problems where each robot is associated with multiple objectives and decoupled task specifications. The problems are formulated as an open-loop non-cooperative differential game. A…
We consider two-player games played on finite graphs equipped with costs on edges and introduce two winning conditions, cost-parity and cost-Streett, which require bounds on the cost between requests and their responses. Both conditions…
In settings where full incentive-compatibility is not available, such as core-constraint combinatorial auctions and budget-balanced combinatorial exchanges, we may wish to design mechanisms that are as incentive-compatible as possible. This…
We exhibit a winning strategy for Synchronizer in the synchronization game on every synchronizing automaton in whose transition monoid the regular D-classes form subsemigroups