Related papers: Sparse Positional Strategies for Safety Games
Simple stochastic games are turn-based 2.5-player zero-sum graph games with a reachability objective. The problem is to compute the winning probability as well as the optimal strategies of both players. In this paper, we compare the three…
This paper handles a kind of strategic game called potential games and develops a novel learning algorithm Payoff-based Inhomogeneous Partially Irrational Play (PIPIP). The present algorithm is based on Distributed Inhomogeneous Synchronous…
Infinite-duration games with disturbances extend the classical framework of infinite-duration games, which captures the reactive synthesis problem, with a discrete measure of resilience against non-antagonistic external influence. This…
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…
The celebrated sparse representation model has led to remarkable results in various signal processing tasks in the last decade. However, despite its initial purpose of serving as a global prior for entire signals, it has been commonly used…
We present a method to automatically find security strategies for the use case of intrusion prevention. Following this method, we model the interaction between an attacker and a defender as a Markov game and let attack and defense…
The convolutional sparse model has recently gained increasing attention in the signal and image processing communities, and several methods have been proposed for solving the pursuit problem emerging from it -- in particular its convex…
This paper is concerned with continuous-time pursuit and evasion games. Typically, we have a lion and a man in a metric space: they have the same speed, and the lion wishes to catch the man while the man tries to evade capture. We are…
When modeling robot interactions as Nash equilibrium problems, it is desirable to place coupled constraints which restrict these interactions to be safe and acceptable (for instance, to avoid collisions). Such games are continuous with…
We consider random-turn positional games, introduced by Peres, Schramm, Sheffield and Wilson in 2007. A $p$-random-turn positional game is a two-player game, played the same as an ordinary positional game, except that instead of alternating…
Games on graphs provide a natural and powerful model for reactive systems. In this paper, we consider generalized reachability objectives, defined as conjunctions of reachability objectives. We first prove that deciding the winner in such…
We introduce and study an evolutionary complementarity game where in each round a player of population 1 is paired with a member of population 2. The game is symmetric, and each player tries to obtain an advantageous deal, but when one of…
When applied to the same game, probability theory and game theory can disagree on calculated values of the Fisher information, the log likelihood function, entropy gradients, the rank and Jacobian of variable transforms, and even the…
Using mobile robots for autonomous patrolling of environments to prevent intrusions is a topic of increasing practical relevance. One of the most challenging scientific issues is the problem of finding effective patrolling strategies that,…
Explainability is a topic of growing importance in NLP. In this work, we provide a unified perspective of explainability as a communication problem between an explainer and a layperson about a classifier's decision. We use this framework to…
The standard game-theoretic solution concept, Nash equilibrium, assumes that all players behave rationally. If we follow a Nash equilibrium and opponents are irrational (or follow strategies from a different Nash equilibrium), then we may…
When learning to play an imperfect information game, it is often easier to first start with the basic mechanics of the game rules. For example, one can play several example rounds with private cards revealed to all players to better…
We introduce achievement positional games, a convention for positional games which encompasses the Maker-Maker and Maker-Breaker conventions. We consider two hypergraphs, one red and one blue, on the same vertex set. Two players, Left and…
Holding on to one's strategy is natural and common if the later warrants success and satisfaction. This goes against widespread simulation practices of evolutionary games, where players frequently consider changing their strategy even…
Feint behaviors refer to a set of deceptive behaviors in a nuanced manner, which enable players to obtain temporal and spatial advantages over opponents in competitive games. Such behaviors are crucial tactics in most competitive…