Related papers: Buffered Simulation Games for B\"uchi Automata
Reachability games are two-player games played on a graph, where the objective of $\texttt{REACH}$ player is to reach the target set whereas the objective of $\texttt{SAFE}$ player is to stay away from the target set. Reachability games…
We study a pursuit-evasion game between two players with car-like dynamics and sensing limitations by formalizing it as a partially observable stochastic zero-sum game. The partial observability caused by the sensing constraints is…
Agent-based models (ABMs) and video games, including those taking advantage of virtual reality (VR), have undergone a remarkable parallel evolution, achieving impressive levels of complexity and sophistication. This paper argues that while…
Deducing whodunit proves challenging for LLM agents. In this paper, we implement a text-based multi-agent version of the classic board game Clue as a rule-based testbed for evaluating multi-step deductive reasoning, with six agents drawn…
Numerical simulation is one of the mainstream methods in scientific research, typically performed by professional engineers. With the advancement of multi-agent technology, using collaborating agents to replicate human behavior shows…
Two-player games on finite graphs provide a rigorous foundation for modeling the strategic interaction between reactive systems and their environment. While concurrent game semantics naturally capture the synchronous interactions…
We formalize Simplified Boardgames language, which describes a subclass of arbitrary board games. The language structure is based on the regular expressions, which makes the rules easily machine-processable while keeping the rules concise…
Playing video games requires perception, memory, and planning, exactly the faculties modern large language model (LLM) agents are expected to master. We study the major challenges in using popular video games to evaluate modern LLMs and…
We introduce a problem set-up we call the Iterated Matching Pennies (IMP) game and show that it is a powerful framework for the study of three problems: adversarial learnability, conventional (i.e., non-adversarial) learnability and…
Automata acceptance can, in several situations of interest, be captured game-theoretically via acceptance games. The existence of a winning strategy for Verifier then captures the existence of a winning run-tree of a given automaton over a…
Cellular automata are one-dimensional arrays of interconnected interacting finite automata. We investigate one of the weakest classes, the real-time one-way cellular automata, and impose an additional restriction on their inter-cell…
Automata over infinite words, also known as omega-automata, play a key role in the verification and synthesis of reactive systems. The spectrum of omega-automata is defined by two characteristics: the acceptance condition (e.g. B\"uchi or…
Mean Field Games (MFGs) have been introduced to efficiently approximate games with very large populations of strategic agents. Recently, the question of learning equilibria in MFGs has gained momentum, particularly using model-free…
Experience replay \citep{lin1993reinforcement, mnih2015human} is a widely used technique to achieve efficient use of data and improved performance in RL algorithms. In experience replay, past transitions are stored in a memory buffer and…
We develop methods to formally describe and compare games, in order to probe questions of game structure and design, and as a stepping stone to predicting player behavior from design patterns. We define a grammar-like formalism to describe…
Combinatorial games are widely used in finite model theory, constraint satisfaction, modal logic and concurrency theory to characterize logical equivalences between structures. In particular, Ehrenfeucht-Fraisse games, pebble games, and…
There has been a great deal of recent interest in methods for performing lifted inference; however, most of this work assumes that the first-order model is given as input to the system. Here, we describe lifted inference algorithms that…
Floating-point addition on a finite-precision machine is not associative, so not all mathematically equivalent summations are computationally equivalent. Making this assumption can lead to numerical error in computations. Proper ordering…
Automated Bug Detection (ABD) in video games is composed of two distinct but complementary problems: automated game exploration and bug identification. Automated game exploration has received much recent attention, spurred on by…
We introduce a two-player model of reinforcement learning with memory. Past actions of an iterated game are stored in a memory and used to determine player's next action. To examine the behaviour of the model some approximate methods are…