Related papers: A Classification of Weakly Acyclic Games
In this letter, we study a class of linear-quadratic mean-field-type difference games with coupled affine inequality constraints. We show that the mean-field-type equilibrium can be characterized by the existence of a multiplier process…
In this paper, we introduce a notion of generalized potential games that is inspired by a newly developed theory on generalized gradient flows. More precisely, a game is called generalized potential if the simultaneous gradient of the loss…
Pursuing a new approach to the study of infinite games in combinatorics, we introduce the categories $\mathbf{Game}_{A}$ and $\mathbf{Game}_{B}$ and improve some classical results concerning topological games related to the duality between…
We consider a stochastic game of contribution to the common good in which the players have continuous control over the degree of contribution, and we examine the gradualism arising from the free rider effect. This game belongs to the class…
Weighted timed games are played by two players on a timed automaton equipped with weights: one player wants to minimise the accumulated weight while reaching a target, while the other has an opposite objective. Used in a reactive synthesis…
Traditionally social sciences are interested in structuring people in multiple groups based on their individual preferences. This pa- per suggests an approach to this problem in the framework of a non- cooperative game theory. Definition of…
This paper investigates repeated win-lose coordination games (WLC-games). We analyse which protocols are optimal for these games covering both the worst case and average case scenarios, i,e., optimizing the guaranteed and expected…
We introduce an evolutionary game with feedback between perception and reality, which we call the reality game. It is a game of chance in which the probabilities for different objective outcomes (e.g., heads or tails in a coin toss) depend…
We consider zero-sum stochastic differential games with possibly path-dependent controlled state. Unlike the previous literature, we allow for weak solutions of the state equation so that the players' controls are automatically of feedback…
A growing number of machine learning architectures, such as Generative Adversarial Networks, rely on the design of games which implement a desired functionality via a Nash equilibrium. In practice these games have an implicit complexity…
We develop a general game-theoretic framework for reasoning about strategic agents performing possibly costly computation. In this framework, many traditional game-theoretic results (such as the existence of a Nash equilibrium) no longer…
We investigate a class of reinforcement learning dynamics where players adjust their strategies based on their actions' cumulative payoffs over time - specifically, by playing mixed strategies that maximize their expected cumulative payoff…
We study a game-theoretic variant of the maximum circulation problem. In a flow allocation game, we are given a directed flow network. Each node is a rational agent and can strategically allocate any incoming flow to the outgoing edges.…
Recently, researchers have discovered that the state-of-the-art object classifiers can be fooled easily by small perturbations in the input unnoticeable to human eyes. It is also known that an attacker can generate strong adversarial…
Dynamic noncooperative game theory is a field of mathematics and economics in which a lot of research is being carried out at present featuring a great number of applications in many different areas of economics and management science like…
Ordered binary decision diagrams (OBDDs) are a fundamental data structure for the manipulation of Boolean functions, with strong applications to finite-state symbolic model checking. OBDDs allow for efficient algorithms using top-down…
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…
We introduce a natural notion of limit-deterministic parity automata and present a method that uses such automata to construct satisfiability games for the weakly aconjunctive fragment of the $\mu$-calculus. To this end we devise a method…
While Online Gradient Descent and other no-regret learning procedures are known to efficiently converge to a coarse correlated equilibrium in games where each agent's utility is concave in their own strategy, this is not the case when…
We consider a scheduling game on parallel related machines, in which jobs try to minimize their completion time by choosing a machine to be processed on. Each machine uses an individual priority list to decide on the order according to…