Related papers: When is tit-for-tat unbeatable?
The class of passable games was recently introduced by Selinger as a class of combinatorial games that are suitable for modelling monotone set coloring games such as Hex. In a monotone set coloring game, the players alternately color the…
We introduce a two-player contest for evaluating the safety and robustness of machine learning systems, with a large prize pool. Unlike most prior work in ML robustness, which studies norm-constrained adversaries, we shift our focus to…
The Type Indeterminacy model is a theoretical framework that formalizes the constructive preference perspective suggested by Kahneman and Tversky. In this paper we explore an extention of the TI-model from simple to strategic…
We consider the problem of a particular kind of quantum correlation that arises in some two-party games. In these games, one player is presented with a question they must answer, yielding an outcome of either 'win' or 'lose'. Molina and…
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…
We define and study a collection of matroid isomorphism games corresponding to various axiomatic characterizations of matroids. These are nonlocal games played between two cooperative players. Each game is played on two matroids, and the…
The game of tic-tac-toe is well known. In particular, in its classic version it is famous for being unwinnable by either player. While classically it is played on a grid, it is natural to consider the effect of playing the game on richer…
The optimal value computation for turned-based stochastic games with reachability objectives, also known as simple stochastic games, is one of the few problems in $NP \cap coNP$ which are not known to be in $P$. However, there are some…
In this paper, we introduce the concept of infinitely split Nash equilibrium in repeated games in which the profile sets are chain-complete posets. Then by using a fixed point theorem on posets in [8], we prove an existence theorem. As an…
Parity games are abstract infinite-round games that take an important role in formal verification. In the basic setting, these games are two-player, turn-based, and played under perfect information on directed graphs, whose nodes are…
In this article, we look at a hat-guessing game, in which each player must guess the color of their own hat while only seeing the hats of the other players. We focus on the case of two hat colors and a countably infinite number of players.…
Advances in machine learning have led to broad deployment of systems with impressive performance on important problems. Nonetheless, these systems can be induced to make errors on data that are surprisingly similar to examples the learned…
This paper studies sequential quantum games under the assumption that the moves of the players are drawn from groups and not just plain sets. The extra group structure makes possible to easily derive some very general results characterizing…
We study approachability theory in the presence of constraints. Given a repeated game with vector payoffs, we characterize the pairs of sets (A,D) in the payoff space such that Player 1 can guarantee that the long-run average payoff…
We study synchronous values of games, especially synchronous games. It is known that a synchronous game has a perfect strategy if and only if it has a perfect synchronous strategy. However, we give examples of synchronous games, in…
In this work, we design the game semantics for timed equivalences and preorders of timed processes. The timed games corresponding to the various timed relations form a hierarchy. These games are similar to Stirling's bisimulation games. If…
We analyze the computational complexity of optimally playing the two-player board game Push Fight, generalized to an arbitrary board and number of pieces. We prove that the game is PSPACE-hard to decide who will win from a given position,…
The class of algorithmically computable simple games (i) includes the class of games that have finite carriers and (ii) is included in the class of games that have finite winning coalitions. This paper characterizes computable games,…
Extensive-form games constitute the standard representation scheme for games with a temporal component. But do all extensive-form games correspond to protocols that we can implement in the real world? We often rule out games with imperfect…
The principle of open determinacy for class games---two-player games of perfect information with plays of length $\omega$, where the moves are chosen from a possibly proper class, such as games on the ordinals---is not provable in…