Related papers: First-Order Provenance Games
We consider concurrent mean-payoff games, a very well-studied class of two-player (player 1 vs player 2) zero-sum games on finite-state graphs where every transition is assigned a reward between 0 and 1, and the payoff function is the…
Motivated by applications to online advertising and recommender systems, we consider a game-theoretic model with delayed rewards and asynchronous, payoff-based feedback. In contrast to previous work on delayed multi-armed bandits, we focus…
In previous work on higher-order games, we accounted for finite games of unbounded length by working with continuous outcome functions, which carry implicit game trees. In this work we make such trees explicit. We use concepts from…
In 1953, Kuhn showed that every sequential game has a Nash equilibrium by showing that a procedure, named ``backward induction'' in game theory, yields a Nash equilibrium. It actually yields Nash equilibria that define a proper subclass of…
We study the classic divide-and-choose method for equitably allocating divisible goods between two players who are rational, self-interested Bayesian agents. The players have additive values for the goods. The prior distributions on those…
Energy parity games are infinite two-player turn-based games played on weighted graphs. The objective of the game combines a (qualitative) parity condition with the (quantitative) requirement that the sum of the weights (i.e., the level of…
Data provenance consists in bookkeeping meta information during query evaluation, in order to enrich query results with their trust level, likelihood, evaluation cost, and more. The framework of semiring provenance abstracts from the…
Stochastic dominance is a crucial tool for the analysis of choice under risk. It is typically analyzed as a property of two gambles that are taken in isolation. We study how additional independent sources of risk (e.g. uninsurable labor…
We introduce the notion of invariant vectors of a game and develop the Invariance Reduction Process, which first uses reduction of positions via invariance and then zero and merge reductions of games to arrive at smaller, solved sub-games…
We consider a class of deterministic mean field games, where the state associated with each player evolves according to an ODE which is linear w.r.t. the control. Existence, uniqueness, and stability of solutions are studied from the point…
We consider two conjectures made in regard to the graph grabbing game, played on a vertex weighted graph. Seacrest and Seacrest conjectured in 2012 that the first player can win the graph grabbing game on any even-order bipartite graph. Eoh…
The growing use of machine learning models in consequential settings has highlighted an important and seemingly irreconcilable tension between transparency and vulnerability to gaming. While this has sparked sizable debate in legal…
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…
We model a dynamic public good contribution game, where players are (naturally) formed into groups. The groups are exogenously placed in a sequence, with limited information available to players about their groups' position in the sequence.…
We study two-player inclusion games played over word-generating higher-order recursion schemes. While inclusion checks are known to capture verification problems, two-player games generalize this relationship to program synthesis. In such…
We introduce provenance networks, a novel class of neural models designed to provide end-to-end, training-data-driven explainability. Unlike conventional post-hoc methods, provenance networks learn to link each prediction directly to its…
The preference graph is a combinatorial representation of the structure of a normal-form game. Its nodes are the strategy profiles, with an arc between profiles if they differ in the strategy of a single player, where the orientation…
In two-player games on graphs, the players move a token through a graph to produce an infinite path, which determines the winner of the game. Such games are central in formal methods since they model the interaction between a…
Provenance is a record that describes how entities, activities, and agents have influenced a piece of data; it is commonly represented as graphs with relevant labels on both their nodes and edges. With the growing adoption of provenance in…
Provenance, or information about the sources, derivation, custody or history of data, has been studied recently in a number of contexts, including databases, scientific workflows and the Semantic Web. Many provenance mechanisms have been…