Related papers: A Classification of Weakly Acyclic Games
We propose a new framework of Markov $\alpha$-potential games to study Markov games. We show that any Markov game with finite-state and finite-action is a Markov $\alpha$-potential game, and establish the existence of an associated…
Studying continuous time counterpart of some discrete time dynamics is now a standard and fruitful technique, as some properties hold in both setups. In game theory, this is usually done by considering differential games on Euclidean…
Consider a two-player game repeated N times. Player 1 can choose between two styles (for interpretability, offensive and defensive), whereas Player 2 uses a single fixed style. Let X N\,:= \#wins -\#losses for Player 1 after N games, and…
An algorithm is proposed to verify whether a finite game is a weighted potential game (WPG) without pre-knowledge on its weights. Then the algorithm is also applied to find the closest WPG for a given finite game. The concept and criterion…
Existence and uniqueness of a weak solution for first order mean field game systems with local coupling are obtained by variational methods. This solution can be used to devise $\epsilon-$Nash equilibria for deterministic differential games…
This is a short introduction to the subject of strategic games. We focus on the concepts of best response, Nash equilibrium, strict and weak dominance, and mixed strategies, and study the relation between these concepts in the context of…
A periodic behavior is a well observed phenomena in biological and economical systems. We show that evolutionary games on graphs with imitation dynamics can display periodic behavior for an arbitrary choice of game theoretical parameters…
In this paper, some new criteria for detecting whether a finite game is potential are proposed by solving potential equations. The verification equations with the minimal number for checking a potential game are obtained for the first time.…
Recent theories from complexity science argue that complex dynamics are ubiquitous in social and economic systems. These claims emerge from the analysis of individually simple agents whose collective behavior is surprisingly complicated.…
We consider N-player non-zero sum games played on finite trees (i.e., sequential games), in which the players have the right to repeatedly update their respective strategies (for instance, to improve the outcome wrt to the current strategy…
We extend recent analyses of stochastic effects in game dynamical learning to cases of multi-player games, and to games defined on networked structures. By means of an expansion in the noise strength we consider the weak-noise limit, and…
Dull, weak and nested solitaire games are important classes of parity games, capturing, among others, alternation-free mu-calculus and ECTL* model checking problems. These classes can be solved in polynomial time using dedicated algorithms.…
The notion of weak cyclic monotonicity of set-valued maps generalizing the cyclic monotonicity is introduced. The existence of solutions of differential inclusions with compact, upper semi-continuous, not necessarily convex right-hand sides…
Classify simple games into sixteen "types" in terms of the four conventional axioms: monotonicity, properness, strongness, and nonweakness. Further classify them into sixty-four classes in terms of finiteness (existence of a finite carrier)…
In this work, we provide a structural characterization of the possible Nash equilibria in the well-studied class of security games with additive utility. Our analysis yields a classification of possible equilibria into seven types and we…
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 time-dependent viscous Mean-Field Games systems in the case of local, decreasing and unbounded coupling. These systems arise in mean-field game theory, and describe Nash equilibria of games with a large number of agents aiming…
This paper investigates the discrete-time asynchronous games in which noncooperative agents seek to minimize their individual cost functions. Building on the assumption of partial asynchronism, i.e., each agent updates at least once within…
We study the consequences of adopting products by agents who form a social network. To this end we use the threshold model introduced in Apt and Markakis, arXiv:1105.2434, in which the nodes influenced by their neighbours can adopt one out…
The focus of this essay is a rigorous treatment of infinite games. An infinite game is defined as a play consisting of a fixed number of players whose sequence of moves is repeated, or iterated ad infinitum. Each sequence corresponds to a…