Related papers: Lossy Channel Games under Incomplete Information
Any physical channel of communication offers two potential reasons why its capacity (the number of bits it can transmit in a unit of time) might be unbounded: (1) Infinitely many choices of signal strength at any given instant of time, and…
This thesis considers sequential decision problems, where the loss/reward incurred by selecting an action may not be inferred from observed feedback. A major part of this thesis focuses on the unsupervised sequential selection problem,…
In this article, we focus on search algorithms for two-player perfect information games, whose objective is to determine the best possible strategy, and ideally a winning strategy. Unfortunately, some search algorithms for games in the…
We consider the probabilistic planning problem where the agent (called Player 1, or P1) can jointly plan the control actions and sensor queries in a sensor network and an attacker (called player 2, or P2) can carry out attacks on the…
In the inference attacks studied in Quantitative Information Flow (QIF), the attacker typically tries to interfere with the system in the attempt to increase its leakage of secret information. The defender, on the other hand, typically…
We give operational meaning to wave-particle duality in terms of discrimination games. Duality arises as a constraint on the probability of winning these games. The games are played with the aid of an n-port interferometer, and involve 3…
We consider a wireless channel shared by multiple transmitter-receiver pairs. Their transmissions interfere with each other. Each transmitter-receiver pair aims to maximize its long-term average transmission rate subject to an average power…
In a network game, players interact over a network and the utility of each player depends on his own action and on an aggregate of his neighbours' actions. Many real world networks of interest are asymmetric and involve a large number of…
We study networks of processes that all execute the same finite state protocol and that communicate through broadcasts. The processes are organized in a graph (a topology) and only the neighbors of a process in this graph can receive its…
We introduce and study Minkowski games. These are two player games, where the players take turns to chose positions in $\mathbb{R}^d$ based on some rules. Variants include boundedness games, where one player wants to keep the positions…
Strategic deception is an act of manipulating the opponent's perception to gain strategic advantages. In this paper, we study synthesis of deceptive winning strategies in two-player turn-based zero-sum reachability games on graphs with…
Synergy between evolutionary dynamics of cooperation and fluctuating state of shared resource being consumed by the cooperators is essential for averting the tragedy of the commons. Not only in humans, but also in the cognitively-limited…
Pursuit-evasion scenarios appear widely in robotics, security domains, and many other real-world situations. We focus on two-player pursuit-evasion games with concurrent moves, infinite horizon, and discounted rewards. We assume that the…
We introduce a new class of context dependent, incomplete information games to serve as structured prediction models for settings with significant strategic interactions. Our games map the input context to outcomes by first condensing the…
Fairness is a desirable and crucial property of many protocols that handle, for instance, exchanges of message. It states that if at least one agent engaging in the protocol is honest, then either the protocol will unfold correctly and…
Two-player games on graphs provide the theoretical frame- work for many important problems such as reactive synthesis. While the traditional study of two-player zero-sum games has been extended to multi-player games with several notions of…
We study continuity properties of stochastic game problems with respect to various topologies on information structures, defined as probability measures characterizing a game. We will establish continuity properties of the value function…
In this paper we introduce the inaccessible game, an information-theoretic dynamical system constructed from four axioms. The first three axioms are known and define \emph{information loss} in the system. The fourth is a novel…
A fundamental challenge in imperfect-information games is that states do not have well-defined values. As a result, depth-limited search algorithms used in single-agent settings and perfect-information games do not apply. This paper…
This paper studies a large class of two-player perfect-information turn-based parity games on infinite graphs, namely those generated by collapsible pushdown automata. The main motivation for studying these games comes from the connections…