Related papers: Buffered Simulation Games for B\"uchi Automata
We tackle a fundamental problem in empirical game-theoretic analysis (EGTA), that of learning equilibria of simulation-based games. Such games cannot be described in analytical form; instead, a black-box simulator can be queried to obtain…
Within the context of video games the notion of perfectly rational agents can be undesirable as it leads to uninteresting situations, where humans face tough adversarial decision makers. Current frameworks for stochastic games and…
We introduce language-based games, a generalization of psychological games [6] that can also capture reference-dependent preferences [7]. The idea is to extend the domain of the utility function to situations, maximal consistent sets in…
In the spirit of "multi-culturalism", we use four kinds of computations: simulation, numeric, symbolic, and "conceptual" to explore some "games of pure chance" inspired by children board games like "Snakes and Ladders" (aka as "Chutes and…
Infinite-state games are a commonly used model for the synthesis of reactive systems with unbounded data domains. Symbolic methods for solving such games need to be able to construct intricate arguments to establish the existence of winning…
We investigate means of efficient computation of the simulation relation over symbolic finite automata (SFAs), i.e., finite automata with transitions labeled by predicates over alphabet symbols. In one approach, we build on the algorithm by…
Large-scale data is crucial for learning realistic and capable driving policies. However, it can be impractical to rely on scaling datasets with real data alone. The majority of driving data is uninteresting, and deliberately collecting new…
The class of algorithmically computable simple games (i) includes the class of games that have finite carriers and (ii) is included in the class of games that have finite winning coalitions. This paper characterizes computable games,…
The main focus of this paper is on enhancement of two types of game-theoretic learning algorithms: log-linear learning and reinforcement learning. The standard analysis of log-linear learning needs a highly structured environment, i.e.…
The scientific understanding of real-world processes has dramatically improved over the years through computer simulations. Such simulators represent complex mathematical models that are implemented as computer codes which are often…
We study finite-memory (FM) determinacy in games on finite graphs, a central question for applications in controller synthesis, as FM strategies correspond to implementable controllers. We establish general conditions under which FM…
Simulations and bisimulations between two fuzzy automata over a complete residuated lattice were defined by \'Ciri\'c et al. (2012) as fuzzy relations between the sets of states of the automata. However, they act as a crisp relationship…
Techniques to evaluate a program's cache performance fall into two camps: 1. Traditional trace-based cache simulators precisely account for sophisticated real-world cache models and support arbitrary workloads, but their runtime is…
We introduce two Smoothed Policy Iteration algorithms (\textbf{SPI}s) as rules for learning policies and methods for computing Nash equilibria in second order potential Mean Field Games (MFGs). Global convergence is proved if the coupling…
Mean-field games (MFG) have become significant tools for solving large-scale multi-agent reinforcement learning problems under symmetry. However, the assumption of exact symmetry limits the applicability of MFGs, as real-world scenarios…
Humans can learn many novel tasks from a very small number (1--5) of demonstrations, in stark contrast to the data requirements of nearly tabula rasa deep learning methods. We propose an expressive class of policies, a strong but general…
Game-theoretic interactions with AI agents could differ from traditional human-human interactions in various ways. One such difference is that it may be possible to simulate an AI agent (for example because its source code is known), which…
In this paper, we investigate the rational synthesis problem for concurrent game structure for a variety of objectives ranging from reachability to Muller condition. We propose a new algorithm that establishes the decidability of the non…
Weighted timed games are zero-sum games played by two players on a timed automaton equipped with weights, where one player wants to minimise the accumulated weight while reaching a target. Weighted timed games are notoriously difficult and…
Bisimulations have been widely used in many areas of computer science to model equivalence between various systems, and to reduce the number of states of these systems, whereas uniform fuzzy relations have recently been introduced as a…