Related papers: Stochastic Games on a Multiple Access Channel
We study the problem of achieving decentralized coordination by a group of strategic decision makers choosing to engage or not in a task in a stochastic setting. First, we define a class of symmetric utility games that encompass a broad…
We investigate the performance of concurrent remote sensing from independent strategic sources, whose goal is to minimize a linear combination of the freshness of information and the updating cost. In the literature, this is often…
This paper studies an $N$--agent cost-coupled game where the agents are connected via an unreliable capacity constrained network. Each agent receives state information over that network which loses packets with probability $p$. A Base…
In this paper, we study a subclass of n-player stochastic games, in which each player has their own internal state controlled only by their own action and their objective is a common goal called team variance which measures the total…
In two-player zero-sum stochastic games, where two competing players make decisions under uncertainty, a pair of optimal strategies is traditionally described by Nash equilibrium and computed under the assumption that the players have…
We study minority games in efficient regime. By incorporating the utility function and aggregating agents with similar strategies we develop an effective mesoscale notion of state of the game. Using this approach, the game can be…
We study a stochastic network that consists of a set of servers processing multiple classes of jobs. Each class of jobs requires a concurrent occupancy of several servers while being processed, and each server is shared among the job…
In this paper a $K$-user fading multiple access channel with and without security constraints is studied. First we consider a F-MAC without the security constraints. Under the assumption of individual CSI of users, we propose the problem of…
Fighting Fantasy is a popular recreational fantasy gaming system worldwide. Combat in this system progresses through a stochastic game involving a series of rounds, each of which may be won or lost. Each round, a limited resource (`luck')…
To make efficient use of limited spectral resources, we in this work propose a deep actor-critic reinforcement learning based framework for dynamic multichannel access. We consider both a single-user case and a scenario in which multiple…
We introduce a stochastic principal-agent model. A principal and an agent interact in a stochastic environment, each privy to observations about the state not available to the other. The principal has the power of commitment, both to elicit…
We study deterministic distributed algorithms for broadcasting on multiple-access channels. Packet injection is modeled by leaky-bucket adversaries. There is a fixed set of stations attached to a channel. Additional features of the model of…
In a zero-sum stochastic game with signals, at each stage, two adversary players take decisions and receive a stage payoff determined by these decisions and a variable called state. The state follows a Markov chain, that is controlled by…
In the era of connected and automated mobility, commuters will possess strong computation power, enabling them to strategically make sequential travel choices over a planning horizon. This paper investigates the multiday traffic patterns…
We consider discrete-time Markov decision processes in which the decision maker is interested in long but finite horizons. First we consider reachability objective: the decision maker's goal is to reach a specific target state with the…
This paper considers the noncooperative maximization of mutual information in the Gaussian interference channel in a fully distributed fashion via game theory. This problem has been studied in a number of papers during the past decade for…
In this paper, we propose a hierarchical game approach to model the energy efficiency maximization problem where transmitters individually choose their channel assignment and power control. We conduct a thorough analysis of the existence,…
This paper presents a network layer model for a wireless multiple access system with both persistent and non-persistent users. There is a single access point with multiple identical channels. Each user who wants to send a file first scans a…
Markovian network equilibrium generalizes the classical Wardrop equilibrium in network games. At a Markovian network equilibrium, each player of the game solves a Markov decision process instead of a shortest path problem. We propose two…
We study adaptive learning in a typical p-player game. The payoffs of the games are randomly generated and then held fixed. The strategies of the players evolve through time as the players learn. The trajectories in the strategy space…