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We introduce and study the problem of planning a trajectory for an agent to carry out a scouting mission while avoiding being detected by an adversarial guard. This introduces an adversarial version of classical visibility-based planning…
We study the problem of identifying the best action among a set of possible options when the value of each action is given by a mapping from a number of noisy micro-observables in the so-called fixed confidence setting. Our main motivation…
We consider monotonicity problems for graph searching games. Variants of these games - defined by the type of moves allowed for the players - have been found to be closely connected to graph decompositions and associated width measures such…
The main goal of this paper is to describe a new pruning method for solving decision trees and game trees. The pruning method for decision trees suggests a slight variant of decision trees that we call scenario trees. In scenario trees, we…
For matrix games we study how small nonzero probability must be used in optimal strategies. We show that for nxn win-lose-draw games (i.e. (-1,0,1) matrix games) nonzero probabilities smaller than n^{-O(n)} are never needed. We also…
We introduce Bayesimax theory, a paradigm for objective Bayesian analysis which selects priors by applying minimax theory to prior disclosure games. In these games, the uniquely optimal strategy for a Bayesian agent upon observing the data…
In imperfect-information games, subgame solving is significantly more challenging than in perfect-information games, but in the last few years, such techniques have been developed. They were the key ingredient to the milestone of superhuman…
Revealing the interaction topology underlying strategic behavior is fundamental to prediction, intervention, and policy design in networked systems. Yet the interaction matrix is often unobservable, and passive observation of repeated…
Smooth game optimization has recently attracted great interest in machine learning as it generalizes the single-objective optimization paradigm. However, game dynamics is more complex due to the interaction between different players and is…
Recent applications in machine learning have renewed the interest of the community in min-max optimization problems. While gradient-based optimization methods are widely used to solve such problems, there are however many scenarios where…
Graph games and Markov decision processes (MDPs) are standard models in reactive synthesis and verification of probabilistic systems with nondeterminism. The class of $\omega$-regular winning conditions; e.g., safety, reachability,…
We consider the problem of inferring an unknown ranking of $n$ items from a random tournament on $n$ vertices whose edge directions are correlated with the ranking. We establish, in terms of the strength of these correlations, the…
Historically applied exclusively to perfect information games, depth-limited search with value functions has been key to recent advances in AI for imperfect information games. Most prominent approaches with strong theoretical guarantees…
We consider an autonomous navigation problem, whereby a traveler aims at traversing an environment in which an adversary tries to set an ambush. A two players zero sum game is introduced. Players' strategies are computed as random path…
Neural network supported tree-search has shown strong results in a variety of perfect information multi-agent tasks. However, the performance of these methods on partial information games has generally been below competing approaches. Here…
The strategy improvement algorithm for mean payoff games and parity games is a local improvement algorithm, just like the simplex algorithm for linear programs. Their similarity has turned out very useful: many lower bounds on running time…
We design and analyze minimax-optimal algorithms for online linear optimization games where the player's choice is unconstrained. The player strives to minimize regret, the difference between his loss and the loss of a post-hoc benchmark…
Deterministic game-solving algorithms are conventionally analyzed in the light of their average-case complexity against a distribution of random game-trees, where leaf values are independently sampled from a fixed distribution. This…
We introduce a new hypothesis testing-based learning dynamics in which players update their strategies by combining hypothesis testing with utility-driven exploration. In this dynamics, each player forms beliefs about opponents' strategies…
The discovery that the minimax decision rule performs poorly in some games has sparked interest in possible alternatives to minimax. Until recently, the only games in which minimax was known to perform poorly were games which were mainly of…