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A major concern of Machine Learning (ML) models is their opacity. They are deployed in an increasing number of applications where they often operate as black boxes that do not provide explanations for their predictions. Among others, the…
Atomic congestion games are a classic topic in network design, routing, and algorithmic game theory, and are capable of modeling congestion and flow optimization tasks in various application areas. While both the price of anarchy for such…
A new logic for verification of security policies is proposed. The logic, HyperLTL, extends linear-time temporal logic (LTL) with connectives for explicit and simultaneous quantification over multiple execution paths, thereby enabling…
Extensive-form games constitute the standard representation scheme for games with a temporal component. But do all extensive-form games correspond to protocols that we can implement in the real world? We often rule out games with imperfect…
There is an growing interest in using Large Language Models (LLMs) in multi-agent systems to tackle interactive real-world tasks that require effective collaboration and assessing complex situations. Yet, we still have a limited…
Concavity and its refinements underpin tractability in multiplayer games, where players independently choose actions to maximize their own payoffs which depend on other players' actions. In concave games, where players' strategy sets are…
This paper studies repeated games where two players play multiple duopolistic games simultaneously (multimarket contact). A key assumption is that each player receives a noisy and private signal about the other's actions (private monitoring…
Autonomous agents acting in realistic Multi-Agent Systems (MAS) should be able to adapt during their execution. Standard strategic logics, such as Alternating-time Temporal Logic (ATL), model agents' state- or history-dependent behaviour.…
Constraint linear-time temporal logic (CLTL) is an extension of LTL that is interpreted on sequences of valuations of variables over an infinite domain. The atomic formulas are interpreted as constraints on the valuations. The atomic…
The satisfiability problem for branching-time temporal logics like CTL*, CTL and CTL+ has important applications in program specification and verification. Their computational complexities are known: CTL* and CTL+ are complete for doubly…
This article takes an oblique sidestep from two previous papers, wherein an approach to reformulation of game theory in terms of information theory, topology, as well as a few other notions was indicated. In this document a description is…
This paper presents a range of quantitative extensions for the temporal logic CTL. We enhance temporal modalities with the ability to constrain the number of states satisfying certain sub-formulas along paths. By selecting the combinations…
While Large Language Models have achieved notable success on formal mathematics benchmarks such as MiniF2F, it remains unclear whether these results stem from genuine logical reasoning or semantic pattern matching against pre-training data.…
We introduce Game networks (G nets), a novel representation for multi-agent decision problems. Compared to other game-theoretic representations, such as strategic or extensive forms, G nets are more structured and more compact; more…
We study instruction following in multi-task reinforcement learning, where an agent must zero-shot execute novel tasks not seen during training. In this setting, linear temporal logic (LTL) has recently been adopted as a powerful framework…
Communication is important in many multi-agent reinforcement learning (MARL) problems for agents to share information and make good decisions. However, when deploying trained communicative agents in a real-world application where noise and…
We study positional properties in the context of game-based reactive synthesis. Our motivation stems from having a usable specification logic, for which tractable synthesis is guaranteed. We demonstrate that every $\omega$-regular…
This paper introduces a framework for Planning while Learning where an agent is given a goal to achieve in an environment whose behavior is only partially known to the agent. We discuss the tractability of various plan-design processes. We…
Two extensive game structures with imperfect information are said to be behaviorally equivalent if they share the same map (up to relabelings) from profiles of structurally reduced strategies to induced terminal paths. We show that this is…
Game theory is the standard tool used to model strategic interactions in evolutionary biology and social science. Traditional game theory studies the equilibria of simple games. But is traditional game theory applicable if the game is…