Related papers: Petri Games: Synthesis of Distributed Systems with…
For multiple emergencies caused by natural disasters, it is crucial to allocate resources equitably to each emergency location, especially when the availability of resources is limited in quantity. This paper has developed a multi-event…
Petri nets are a well-known model of concurrency and provide an ideal setting for the study of fundamental aspects in concurrent systems. Despite their simplicity, they still lack a satisfactory causally reversible semantics. We develop…
For one-safe Petri nets or condition/event-systems, a process as defined by Carl Adam Petri provides a notion of a run of a system where causal dependencies are reflected in terms of a partial order. Goltz and Reisig have generalised this…
Consider a 4-player version of Matching Pennies where a team of three players competes against the Devil. Each player simultaneously says "Heads" or "Tails". The team wins if all four choices match; otherwise the Devil wins. If all team…
We investigate classes of systems based on different interaction patterns with the aim of achieving distributability. As our system model we use Petri nets. In Petri nets, an inherent concept of simultaneity is built in, since when a…
In many complex systems that can be modeled using Petri nets time can be a very important factor which should be taken into account during creation and analysis of the model. Time data can describe starting moments of some actions or their…
We introduce a formalism modelling communication of distributed agents strictly in continuous-time. Within this framework, we study the problem of synthesising local strategies for individual agents such that a specified set of goal states…
We consider games played on the transtion graph of concurrent programs running under the Total Store Order (TSO) weak memory model. Games are frequently used to model the interaction between a system and its environment, in this case…
Peer-To-Peer (P2P) networks are self-organizing, distributed systems, with no centralized authority or infrastructure. Because of the voluntary participation, the availability of resources in a P2P system can be highly variable and…
We consider games played on the transition graph of concurrent programs running under the Total Store Order (TSO) weak memory model. Games are frequently used to model the interaction between a system and its environment, in this case…
We study a class of two-player repeated games with incomplete information and informational externalities. In these games, two states are chosen at the outset, and players get private information on the pair, before engaging in repeated…
We consider a class of Nash games, termed as aggregative games, being played over a networked system. In an aggregative game, a player's objective is a function of the aggregate of all the players' decisions. Every player maintains an…
In a distributed game we imagine a team Player engaging a team Opponent in a distributed fashion. Such games and their strategies have been formalised in concurrent games based on event structures. However there are limitations in founding…
The paper introduces a new approach to theory of differential games in which entangled players try to predict and influence actions of their adversaries. The entanglement is generated be a joint probability density known by the players.…
A simple model for cooperation between "selfish" agents, which play an extended version of the Prisoner's Dilemma(PD) game, in which they use arbitrary payoffs, is presented and studied. A continuous variable, representing the probability…
Interactive behavior modeling of multiple agents is an essential challenge in simulation, especially in scenarios when agents need to avoid collisions and cooperate at the same time. Humans can interact with others without explicit…
An interaction system has a finite set of agents that interact pairwise, depending on the current state of the system. Symmetric decomposition of the matrix of interaction coefficients yields the representation of states by self-adjoint…
We use replicator dynamics to study an iterated prisoners' dilemma game with memory. In this study, we investigate the characteristics of all 32 possible strategies with a single-step memory by observing the results when each strategy…
We introduce a new class of context dependent, incomplete information games to serve as structured prediction models for settings with significant strategic interactions. Our games map the input context to outcomes by first condensing the…
The execution of an event in a complex and distributed system where the dependencies vary during the evolution of the system can be represented in many ways, and one of them is to use Context-Dependent Event structures. Event structures are…