Related papers: Lossy Channel Games under Incomplete Information
We introduce two-level discounted games played by two players on a perfect-information stochastic game graph. The upper level game is a discounted game and the lower level game is an undiscounted reachability game. Two-level games model…
Blackwell games are infinite games of imperfect information. The two players simultaneously make their moves, and are then informed of each other's moves. Payoff is determined by a Borel measurable function $f$ on the set of possible…
This paper provides sufficient conditions for the existence of solutions for two-person zero-sum games with inf/sup-compact payoff functions and with possibly noncompact decision sets for both players. Payoff functions may be unbounded, and…
We provide a necessary and sufficient condition under which a convex set is approachable in a game with partial monitoring, i.e.\ where players do not observe their opponents' moves but receive random signals. This condition is an extension…
We show open games cover extensive form games with both perfect and imperfect information. Doing so forces us to address two current weaknesses in open games: the lack of a notion of player and their agency within open games, and the lack…
We analyze a two-receiver binary-input discrete memoryless broadcast channel, in which the transmitter communicates a common message simultaneously to both receivers and a covert message to only one of them. The unintended recipient of the…
We consider a setting where multiple players sequentially choose among a common set of actions (arms). Motivated by a cognitive radio networks application, we assume that players incur a loss upon colliding, and that communication between…
We present a new multiplayer game model for the interaction and the flow of information in a distributed system. The players are tokens on a Petri net. As long as the players move in independent parts of the net, they do not know of each…
In the cybersecurity setting, defenders are often at the mercy of their detection technologies and subject to the information and experiences that individual analysts have. In order to give defenders an advantage, it is important to…
We consider a class of pursuit-evasion differential games in which the evader has continuous access to the pursuer's location, but not vice-versa. There is an immobile sensor (e.g., a ground radar station) that can sense the evader's…
This paper deals with the problem of efficient resource allocation in dynamic infrastructureless wireless networks. Assuming a reactive interference-limited scenario, each transmitter is allowed to select one frequency channel (from a…
Decentralized multiple access channels where each transmitter wants to selfishly maximize his transmission energy-efficiency are considered. Transmitters are assumed to choose freely their power control policy and interact (through…
In this paper, we study the information-theoretic limits of oblivious transfer via noisy channels. We also investigate oblivious transfer over a noisy multiple-access channel with two non-colluding senders and a single receiver. The channel…
This paper considers the non-cooperative maximization of mutual information in the vector Gaussian interference channel in a fully distributed fashion via game theory. This problem has been widely studied in a number of works during the…
The integrity of democratic elections depends on voters' access to accurate information. However, modern media environments, which are dominated by social media, provide malicious actors with unprecedented ability to manipulate elections…
This paper studies a language-based opacity enforcement in a two-player, zero-sum game on a graph. In this game, player 1 (P1) wins if it can achieve a secret temporal goal described by the language of a finite automaton, no matter what…
This work studies distributed learning in the spirit of Yao's model of communication complexity: consider a two-party setting, where each of the players gets a list of labelled examples and they communicate in order to jointly perform some…
We study a game for recognising formal languages, in which two players with imperfect information need to coordinate on a common decision, given private input words correlated by a finite graph. The players have a joint objective to avoid…
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…
We consider a scenario where $N$ users send packets to a common access point. The receiver decodes the message of each user by treating the other user's signals as noise. Associated with each user is its channel state and a finite queue…