Related papers: DValue for Boolean games is EXP-complete
In this paper we study two-player games with asymmetric partial observation and an energy objective. Such games are played on a weighted automaton by Eve, choosing actions, and Adam, choosing a transition labelled with the given action. Eve…
We give an alternative proof that every two-person non-zero-sum absorbing positive recursive stochastic game with finitely many states has approximate equilibria, a result proven by Nicolas Vieille. Our proof uses a state specific discount…
We consider 2-player zero-sum stochastic games where each player controls his own state variable living in a compact metric space. The terminology comes from gambling problems where the state of a player represents its wealth in a casino.…
Shapley's discounted stochastic games, Everett's recursive games and Gillette's undiscounted stochastic games are classical models of game theory describing two-player zero-sum games of potentially infinite duration. We describe algorithms…
Every simple game is a monotone Boolean function. For the other direction we just have to exclude the two constant functions. The enumeration of monotone Boolean functions with distinguishable variables is also known as the Dedekind's…
We combine the parametric Barvinok algorithm with a generation algorithm for a finite list of suitably chosen discrete sub-cases on the enumeration of complete simple games, i.e. a special subclass of monotone Boolean functions. Recently,…
In this paper we provide three new results axiomatizing the core of games in characteristic function form (not necessarily having transferable utility) obeying an innocuous condition (that the set of individually rational pay-off vectors is…
Imperfect-recall games, in which players may forget previously acquired information, have found many practical applications, ranging from game abstractions to team games and testing AI agents. In this paper, we quantify the utility gain by…
This paper studies a game in which an informed sender with state-independent preferences uses verifiable messages to convince a receiver to choose an action from a finite set. We characterize the equilibrium outcomes of the game and compare…
In a two-player game, two cooperating but non communicating players, Alice and Bob, receive inputs taken from a probability distribution. Each of them produces an output and they win the game if they satisfy some predicate on their…
We prove that for every 3-player (3-prover) game $\mathcal G$ with value less than one, whose query distribution has the support $\mathcal S = \{(1,0,0), (0,1,0), (0,0,1)\}$ of hamming weight one vectors, the value of the $n$-fold parallel…
The observation that every two-person adversarial game is an affine transformation of a zero-sum game is traceable to Luce & Raiffa (1957) and made explicit in Aumann (1987). Recent work of (ADP) Adler et al. (2009), and of Raimondo (2023)…
Nonlocal games are a foundational tool for understanding entanglement and constructing quantum protocols in settings with multiple spatially separated quantum devices. In this work, we continue the study initiated by Kalai et al. (STOC '23)…
Games, in their mathematical sense, are everywhere (game industries, economics, defense, education, chemistry, biology, ...).Search algorithms in games are artificial intelligence methods for playing such games. Unfortunately, there is no…
We define a class of zero-sum games with combinatorial structure, where the best response problem of one player is to maximize a submodular function. For example, this class includes security games played on networks, as well as the problem…
We study the problem of finding equilibrium strategies in multi-agent games with incomplete payoff information, where the payoff matrices are only known to the players up to some bounded uncertainty sets. In such games, an ex-post…
We study two natural problems about rational behaviors in multiplayer non-zero-sum sequential infinite duration games played on graphs: checking problems, that consist in deciding whether a strategy profile, defined by a Mealy machine, is…
A basic question for zero-sum repeated games consists in determining whether the mean payoff per time unit is independent of the initial state. In the special case of "zero-player" games, i.e., of Markov chains equipped with additive…
Goedel's completeness theorem is concerned with provability, while Girard's theorem in ludics (as well as full completeness theorems in game semantics) are concerned with proofs. Our purpose is to look for a connection between these two…
We study in depth the class of games with opacity condition, which are two-player games with imperfect information in which one of the players only has imperfect information, and where the winning condition relies on the information he has…