Related papers: A Game Semantics for Generic Polymorphism
A general model for zero-sum stochastic games with asymmetric information is considered. In this model, each player's information at each time can be divided into a common information part and a private information part. Under certain…
Some sorts of generalized morphisms are defined from very basic mathematical objects such as sets, functions, and partial functions. A wide range of mathematical notions such as continuous functions between topological spaces, ring…
We define a game semantics for second order classical arithmetic PA2 (with quantifiers over predicates on integers and full comprehension axiom). Our semantics is effective: moves are described by a finite amount of information and whenever…
Lexical semantic typology has identified important cross-linguistic generalizations about the variation and commonalities in polysemy patterns---how languages package up meanings into words. Recent computational research has enabled…
In this work, we consider an extension of graphical models to random graphs, trees, and other objects. To do this, many fundamental concepts for multivariate random variables (e.g., marginal variables, Gibbs distribution, Markov properties)…
Generic programming is an effective methodology for developing reusable software libraries. Many programming languages provide generics and have features for describing interfaces, but none completely support the idioms used in generic…
The aim of this paper is to bring together the notions of quantum game and game isomorphism. The work is intended as an attempt to introduce a new criterion for quantum game schemes. The generally accepted requirement forces a quantum…
The sequential equilibrium is a standard solution concept for extensive-form games with imperfect information that includes an explicit representation of the players' beliefs. An assessment consisting of a strategy and a belief is a…
We study turn-based quantitative games of infinite duration opposing two antagonistic players and played over graphs. This model is widely accepted as providing the adequate framework for formalizing the synthesis question for reactive…
In the naming game, individuals or agents exchange pairwise local information in order to communicate about objects in their common environment. The goal of the game is to reach a consensus about naming these objects. Originally used to…
Polymorphic variants are a useful feature of the OCaml language whose current definition and implementation rely on kinding constraints to simulate a subtyping relation via unification. This yields an awkward formalization and results in a…
In his recent and exploratory work on template games and linear logic, Melli\`es defines sequential and concurrent games as categories with positions as objects and trajectories as morphisms, labelled by a specific synchronization template.…
A large branch of explainable machine learning is grounded in cooperative game theory. However, research indicates that game-theoretic explanations may mislead or be hard to interpret. We argue that often there is a critical mismatch…
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…
A type system is introduced for a generic Object Oriented programming language in order to infer resource upper bounds. A sound andcomplete characterization of the set of polynomial time computable functions is obtained. As a consequence,…
This paper addresses fundamental issues on the nature of the concepts and structures of fuzzy logic, focusing, in particular, on the conceptual and functional differences that exist between probabilistic and possibilistic approaches. A…
The definition of similarity is a key prerequisite when analyzing complex data types in data mining, information retrieval, or machine learning. However, the meaningful definition is often hampered by the complexity of data objects and…
In order to reason about effects, we can define quantitative formulas to describe behavioural aspects of effectful programs. These formulas can for example express probabilities that (or sets of correct starting states for which) a program…
We present a computational formulation for the approximate version of several variational inequality problems, investigating their computational complexity and establishing PPAD-completeness. Examining applications in computational game…
Differences in perception, information asymmetries, and bounded rationality lead game-theoretic players to derive a private, subjective view of the game that may diverge from the underlying ground-truth scenario and may be misaligned with…