Related papers: First-Order Provenance Games
We introduce games with probabilistic uncertainty, a natural model for controller synthesis in which the controller observes the state of the system through imprecise sensors that provide correct information about the current state with a…
The present paper introduces a novel notion of `(effective) computability', called viability, of strategies in game semantics in an intrinsic (i.e., without recourse to the standard Church-Turing computability), non-inductive and…
We consider quantum XOR games, defined in [11], from the perspective of unitary correlations defined in [7]. We show that Connes' embedding problem has a positive answer if and only if every quantum XOR game has entanglement bias equal to…
We study a game-theoretic information retrieval model in which strategic publishers aim to maximize their chances of being ranked first by the search engine while maintaining the integrity of their original documents. We show that the…
The rule $\mathrm{Defeated}(x) \leftarrow \mathrm{Attacks}(y,x),\, \neg \, \mathrm{Defeated}(y)$, evaluated under the well-founded semantics (WFS), yields a unique 3-valued (skeptical) solution of an abstract argumentation framework (AF).…
In deduction modulo, a theory is not represented by a set of axioms but by a congruence on propositions modulo which the inference rules of standard deductive systems---such as for instance natural deduction---are applied. Therefore, the…
We study game-theoretically secure protocols for the classical ordinal assignment problem (aka matching with one-sided preference), in which each player has a total preference order on items. To achieve the fairness notion of equal…
It is known that a player in a noncooperative game can benefit by publicly restricting his possible moves before play begins. We show that, more generally, a player may benefit by publicly committing to pay an external party an amount that…
A valuation for a player in a game in extensive form is an assignment of numeric values to the players moves. The valuation reflects the desirability moves. We assume a myopic player, who chooses a move with the highest valuation.…
This paper examines multiplayer symmetric constant-sum games with more than two players in a competitive setting, including examples like Mahjong, Poker, and various board and video games. In contrast to two-player zero-sum games,…
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…
People can evaluate features of problems and their potential solutions well before we can effectively solve them. When considering a game we have never played, for instance, we might infer whether it is likely to be challenging, fair, or…
Provenance refers to the documentation of an object's lifecycle. This documentation (often represented as a graph) should include all the information necessary to reproduce a certain piece of data or the process that led to it. In a dynamic…
Random walks are powerful tools to analyze spatial-temporal patterns produced by living organisms ranging from cells to humans. At the same time, it is evident that these patterns are not completely random but are results of a convolution…
Coding theory revolves around the incorporation of redundancy into transmitted symbols, computation tasks, and stored data to guard against adversarial manipulation. However, error correction in coding theory is contingent upon a strict…
We analyze a two-player game in which players take turns avoiding the selection of certain points within a convex geometry. The objective is to prevent the convex closure of all chosen points from encompassing a predefined set. The first…
We study two-player games of infinite duration that are played on finite or infinite game graphs. A winning strategy for such a game is positional if it only depends on the current position, and not on the history of the play. A game is…
Dialogue games are a two-player semantics for a variety of logics, including intuitionistic and classical logic. Dialogues can be viewed as a kind of analytic calculus not unlike tableaux. Can dialogue games be an effective foundation for…
We introduce Game networks (G nets), a novel representation for multi-agent decision problems. Compared to other game-theoretic representations, such as strategic or extensive forms, G nets are more structured and more compact; more…
Probabilistic properties of tennis scoring systems are examined and compared with best-of-K systems. A model, where each player has his/her own probability of winning his/her service point and which remains invariant for the duration of the…