Related papers: Delay Games with WMSO+U Winning Conditions
We construct subgame-perfect equilibria with mixed strategies for symmetric stochastic timing games with arbitrary strategic incentives. The strategies are qualitatively different for local first- or second-mover advantages, which we…
We prove an explicit upper bound on the amount of entanglement required by any strategy in a two-player cooperative game with classical questions and quantum answers. Specifically, we show that every strategy for a game with n-bit questions…
We study infinite two-player win/lose games $(A,B,W)$ where $A,B$ are finite and $W \subseteq (A \times B)^\omega$. At each round Player 1 and Player 2 concurrently choose one action in $A$ and $B$, respectively. Player 1 wins iff the…
Two-player graph games are a fundamental model for reasoning about the interaction of agents. These games are played between two players who move a token along a graph. In bidding games, the players have some monetary budget, and at each…
This paper continues the study of [11, 13] for stationary solutions of stochastic linear retarded functional differential equations with the emphasis on delays which appear in those terms including spatial partial derivatives. As a…
Selective versions of screenability and of strong screenability coincide in a large class of spaces. We show that the corresponding games are not equivalent in even such standard metric spaces as the closed unit interval. We identify…
We study the stochastic dynamics of evolutionary games, and focus on the so-called `stochastic slowdown' effect, previously observed in (Altrock et. al, 2010) for simple evolutionary dynamics. Slowdown here refers to the fact that a…
We consider discrete-time uncertain processes with finite state space and study the properties of game-theoretic upper expectations developed by Shafer and Vovk. We start by proving some basic properties, e.g. monotonicity, law of iterated…
Feint actions refer to a set of deceptive actions, which enable players to obtain temporal advantages from their opponents. Such actions are regarded as widely-used tactic in most non-deterministic Two-player Games (e.g. boxing and…
A pseudo-telepathy game is a nonlocal game which can be won with probability one using some finite-dimensional quantum strategy but not using a classical one. Our central question is whether there exist two-party pseudo-telepathy games…
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…
Consider planning a trip in a train network. In contrast to, say, a road network, the edges are temporal, i.e., they are only available at certain times. Another important difficulty is that trains, unfortunately, sometimes get delayed.…
We derive multiparty games that, if the winning chance exceeds a certain limit, prove the incompatibility of the parties' causal relations with any partial order. This, in turn, means that the parties exert a back-action on the causal…
Iterated bipartite quantum games are implemented in terms of the discrete-time quantum walk on the line. Our proposal allows for conditional strategies, as two rational agents make a choice from a restricted set of two-qubit unitary…
This paper investigates some necessary and sufficient conditions for a game to be a potential game. At first, we extend the classical results of Slade and Monderer and Shapley from games with one-dimensional action spaces to games with…
Classical objectives in two-player zero-sum games played on graphs often deal with limit behaviors of infinite plays: e.g., mean-payoff and total-payoff in the quantitative setting, or parity in the qualitative one (a canonical way to…
This paper studies a two-player game with a quantitative surveillance requirement on an adversarial target moving in a discrete state space and a secondary objective to maximize short-term visibility of the environment. We impose the…
Real-world processes often exhibit temporal separation between actions and reactions - a characteristic frequently ignored in many modelling frameworks. Adding temporal aspects, like time delays, introduces a higher complexity of problems…
In two-player games on graphs, the players move a token through a graph to produce an infinite path, which determines the winner or payoff of the game. Such games are central in formal verification since they model the interaction between a…
We introduce quantum XOR games, a model of two-player one-round games that extends the model of XOR games by allowing the referee's questions to the players to be quantum states. We give examples showing that quantum XOR games exhibit a…