Related papers: Value of information in noncooperative games
Continuous-time assessments of game outcomes in sports have become increasingly common in the last decade. In American football, only discrete-time estimates of play value were possible, since the most advanced public football datasets were…
Interacting agents receive public information at no cost and flexibly acquire private information at a cost proportional to entropy reduction. When a policymaker provides more public information, agents acquire less private information,…
Motion is a typical reaction among animals and humans trying to reach better conditions in a changing world. This aspect has been studied intensively in social dilemmas where competing players' individual and collective interests are in…
We study a routing game in an environment with multiple heterogeneous information systems and an uncertain state that affects edge costs of a congested network. Each information system sends a noisy signal about the state to its subscribed…
Cooperative games are an important class of problems in game theory, where the goal is to distribute a value among a set of players who are allowed to cooperate by forming coalitions. An outcome of the game is given by an allocation vector…
We compare four different `game-spaces' in terms of their usefulness in characterising multi-player tabletop games, with a particular interest in any underlying change to a game's characteristics as the number of players changes. In each…
Interaction information is one of the multivariate generalizations of mutual information, which expresses the amount information shared among a set of variables, beyond the information, which is shared in any proper subset of those…
We study two-player zero-sum repeated games with incomplete information on one side, where the payoff function is tail measurable (and not necessarily the long-run average payoff). We show that the maxmin value equals the concavification of…
A cooperative player invests effort into a common venture without knowing the partner's intention in advance. But this strategy can be implemented in various ways when a player is involved in different games simultaneously. Interestingly,…
In many settings, machine learning models may be used to inform decisions that impact individuals or entities who interact with the model. Such entities, or agents, may game model decisions by manipulating their inputs to the model to…
Teamwork is vital in many settings, and it is socially beneficial for teams to cooperate in some situations (``good games'') and not in others (``bad games;'' e.g., those that allow for corruption). A team's cooperation in any given game…
With deeper study of the Game Theory, some conditions of Prisoner's Dilemma is no longer suitable of games in real life. So we try to develop a new model-Villager's Dilemma which has more realistic conditions to stimulate the process of…
The paper is concerned with the dependence of the solution of the deterministic mean field game on the initial distribution of players. The main object of study is the mapping which assigns to the initial time and the initial distribution…
We study games with incomplete information and characterize when a feasible outcome is Pareto efficient. Outcomes with excessive randomization are inefficient: generically, the total number of action profiles across states must be strictly…
Quantitative measures of randomness in games are useful for game design and have implications for gambling law. We treat the outcome of a game as a random variable and derive a closed-form expression and estimator for the variance in the…
"The chance to win given a certain move" is an easily obtainable quantity from data and often quoted in gaming statistics. It is also the fundamental quantity that reinforcement learning AI bases on. Unfortunately, this conditional…
In this paper we introduce the $\Gamma$ value, a new value for cooperative games with transferable utility. We also provide an axiomatic characterization of the $\Gamma$ value based on a property concerning the so-called necessary players.…
Incentive design deals with interaction between a principal and an agent where the former can shape the latter's utility through a policy commitment. It is well known that the principal faces an information rent when dealing with an agent…
We dene the distance between two information structures as the largest possible dierence in the value across all zero-sum games. We provide a tractable characterization of the distance, as the minimal distance between 2 polytopes. We use it…
In this chapter, we investigate the value of information as a more comprehensive instrument than the age of information for optimally shaping the information flow in a networked control system. In particular, we quantify the value of…