Related papers: Uniform Strategies
In many board games and other abstract games, patterns have been used as features that can guide automated game-playing agents. Such patterns or features often represent particular configurations of pieces, empty positions, etc., which may…
We discuss algorithms for combining sequential prediction strategies, a task which can be viewed as a natural generalisation of the concept of universal coding. We describe a graphical language based on Hidden Markov Models for defining…
When developing reinforcement learning agents, the standard approach is to train an agent to converge to a fixed policy that is as close to optimal as possible for a single fixed reward function. If different agent behaviour is required in…
Evolutionary game theory is a mathematical toolkit to analyse the interactions that an individual agent has in a population and how the composition of strategies in this population evolves over time. While it can provide neat solutions to…
We synthesize and unify notions of regularity, both of individual sets and of collections of sets, as they appear in the convergence theory of projection methods for consistent feasibility problems. Several new characterizations of…
Graph games played by two players over finite-state graphs are central in many problems in computer science. In particular, graph games with $\omega$-regular winning conditions, specified as parity objectives, which can express properties…
We study a modified version of the Naming Game, a recently introduced model which describes how shared vocabulary can emerge spontaneously in a population without any central control. In particular, we introduce a new mechanism that allows…
This work interprets and generalizes consensus-type algorithms as switching dynamics leading to symmetrization of some vector variables with respect to the actions of a finite group. We show how the symmetrization framework we develop…
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…
We study a general aggregation problem in which a society has to determine its position on each of several issues, based on the positions of the members of the society on those issues. There is a prescribed set of feasible evaluations,…
Complex networks are a great tool for simulating the outcomes of different strategies used within the iterated prisoners' dilemma game. However, because the strategies themselves rely on the connection between nodes, then initial network…
We present a unified approach, based on dominating families in binary relations, for the study of topological properties defined in terms of selection principles and the games associated to them.
Classical reactive synthesis approaches aim to synthesize a reactive system that always satisfies a given specifications. These approaches often reduce to playing a two-player zero-sum game where the goal is to synthesize a winning…
Differences in perception, information asymmetries, and bounded rationality lead game-theoretic players to derive a private, subjective view of the game that may diverge from the underlying ground-truth scenario and may be misaligned with…
This article is devoted to the tactical game theoretical interpretation of dialectics. Dialectical games are considered as abstractly as well as models of the internal dialogue and reflection. The models related to the representation theory…
We investigate concurrent two-player win/lose stochastic games on finite graphs with prefix-independent objectives. We characterize subgame optimal strategies and use this characterization to show various memory transfer results: 1) For a…
We compare games under delayed control and delay games, two types of infinite games modelling asynchronicity in reactive synthesis. In games under delayed control both players suffer from partial informedness due to symmetrically delayed…
Admissibility has been studied for games of infinite duration with Boolean objectives. We extend here this study to games of infinite duration with quantitative objectives. First, we show that, un- der the assumption that optimal worst-case…
Learning algorithm design for state-based games is investigated. A heuristic uncoupled learning algorithm, which is a two memory better reply with inertia dynamics, is proposed. Under certain reasonable conditions it is proved that for any…
This short paper describes an ongoing research project that requires the automated self-play learning and evaluation of a large number of board games in digital form. We describe the approach we are taking to determine relevant features,…