Related papers: Visibly Pushdown Modular Games
We study the computational complexity of an important property of simple, regular and weighted games, which is decisiveness. We show that this concept can naturally be represented in the context of hypergraph theory, and that decisiveness…
We present a causality-based algorithm for solving two-player reachability games represented by logical constraints. These games are a useful formalism to model a wide array of problems arising, e.g., in program synthesis. Our technique for…
Dull, weak and nested solitaire games are important classes of parity games, capturing, among others, alternation-free mu-calculus and ECTL* model checking problems. These classes can be solved in polynomial time using dedicated algorithms.…
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…
In this paper, we consider reachability games over general hybrid systems, and distinguish between two possible observation frameworks for those games: either the precise dynamics of the system is seen by the players (this is the perfect…
This paper is concerned with games of infinite duration played over potentially infinite graphs. Recently, Ohlmann (LICS 2022) presented a characterisation of objectives admitting optimal positional strategies, by means of universal graphs:…
This paper concerns two-player alternating play combinatorial games (Conway 1976) in the normal-play convention, i.e. last move wins. Specifically, we study impartial vector subtraction games on tuples of nonnegative integers (Golomb 1966),…
We compare two procedures for the iterated removal of strictly dominated strategies. In the nested procedure, a strategy of a player is removed only if it is dominated by an unremoved strategy. The universal procedure is more comprehensive…
Stochastic games combine controllable and adversarial non-determinism with stochastic behavior and are a common tool in control, verification and synthesis of reactive systems facing uncertainty. Multi-objective stochastic games are natural…
We consider imperfect information stochastic games where we require the players to use pure (i.e. non randomised) strategies. We consider reachability, safety, B\"uchi and co-B\"uchi objectives, and investigate the existence of…
We study concurrent stochastic reachability games played on finite graphs. Two players, Max and Min, seek respectively to maximize and minimize the probability of reaching a set of target states. We prove that Max has a memoryless strategy…
We study nondeterministic strategies in parity games with the aim of computing a most permissive winning strategy. Following earlier work, we measure permissiveness in terms of the average number/weight of transitions blocked by the…
Supermodular games find significant applications in a variety of models, especially in operations research and economic applications of noncooperative game theory, and feature pure strategy Nash equilibria characterized as fixed points of…
In this paper we propose a method that learns to play Pac-Man. We define a set of high-level observation and action modules. Actions are temporally extended, and multiple action modules may be in effect concurrently. A decision of the agent…
We study the computational complexity of finding stable outcomes in hedonic games, which are a class of coalition formation games. We restrict our attention to symmetric additively-separable hedonic games, which are a nontrivial subclass of…
Strategy Logic with imperfect information (SLiR) is a very expressive logic designed to express complex properties of strategic abilities in distributed systems. Previous work on SLiR focused on finite systems, and showed that the…
We consider two-player turn-based games with zero-reachability and zero-safety objectives generated by extended vector addition systems with states. Although the problem of deciding the winner in such games is undecidable in general, we…
We study computational problems arising from the iterated removal of weakly dominated actions in anonymous games. Our main result shows that it is NP-complete to decide whether an anonymous game with three actions can be solved via iterated…
Faced with data-driven policies, individuals will manipulate their features to obtain favorable decisions. While earlier works cast these manipulations as undesirable gaming, recent works have adopted a more nuanced causal framing in which…
A nondeterministic automaton is history-deterministic if its nondeterminism can be resolved by only considering the prefix of the word read so far. Due to their good compositional properties, history-deterministic automata are useful in…