Related papers: Timeability of Extensive-Form Games
Delegation allows an agent to request that another agent completes a task. In many situations the task may be delegated onwards, and this process can repeat until it is eventually, successfully or unsuccessfully, performed. We consider…
We develop a general game-theoretic framework for reasoning about strategic agents performing possibly costly computation. In this framework, many traditional game-theoretic results (such as the existence of a Nash equilibrium) no longer…
We study a generalisation of B\"uchi-Landweber games to the timed setting. The winning condition is specified by a non-deterministic timed automaton with epsilon transitions and only Player I can elapse time. We show that for fixed number…
Decomposition, i.e. independently analyzing possible subgames, has proven to be an essential principle for effective decision-making in perfect information games. However, in imperfect information games, decomposition has proven to be…
We consider a game-theoretic setting to model the interplay between attacker and defender in the context of information flow, and to reason about their optimal strategies. In contrast with standard game theory, in our games the utility of a…
We study time-bounded reachability in continuous-time Markov decision processes for time-abstract scheduler classes. Such reachability problems play a paramount role in dependability analysis and the modelling of manufacturing and queueing…
In mean-payoff games, the objective of the protagonist is to ensure that the limit average of an infinite sequence of numeric weights is nonnegative. In energy games, the objective is to ensure that the running sum of weights is always…
Additively separable hedonic games and fractional hedonic games have received considerable attention. They are coalition forming games of selfish agents based on their mutual preferences. Most of the work in the literature characterizes the…
Dynamic Epistemic Logic (DEL) is a logical framework in which one can describe in great detail how actions are perceived by the agents, and how they affect the world. DEL games were recently introduced as a way to define classes of games…
This work introduces a unified framework for analyzing games in greater depth. In the existing literature, players' strategies are typically assigned scalar values, and equilibrium concepts are used to identify compatible choices. However,…
In the timeline-based approach to planning, the evolution over time of a set of state variables (the timelines) is governed by a set of temporal constraints. Traditional timeline-based planning systems excel at the integration of planning…
We characterize all common notions of behavioral equivalence by one 6-dimensional energy game, where energies bound capabilities of an attacker trying to tell processes apart. The defender-winning initial credits exhaustively determine…
We consider extensive games with perfect information with well-founded game trees and study the problems of existence and of characterization of the sets of subgame perfect equilibria in these games. We also provide such characterizations…
Model checking strategic abilities was successfully developed and applied since the early 2000s to ensure properties in Multi-Agent System. In this paper, we introduce the notion of capacities giving different abilities to an agent. This…
Effective exploration in reinforcement learning requires not only tracking where an agent has been, but also understanding how the agent perceives and represents the world. To learn powerful representations, an agent should actively explore…
Energy games are a well-studied class of 2-player turn-based games on a finite graph where transitions are labeled with integer vectors which represent changes in a multidimensional resource (the energy). One player tries to keep the…
Despite the many recent practical and theoretical breakthroughs in computational game theory, equilibrium finding in extensive-form team games remains a significant challenge. While NP-hard in the worst case, there are provably efficient…
We address the problem of solving parity games with imperfect information on finite graphs of bounded structural complexity. It is a major open problem whether parity games with perfect information can be solved in PTIME. Restricting the…
Most networks are not static objects, but instead they change over time. This observation has sparked rigorous research on temporal graphs within the last years. In temporal graphs, we have a fixed set of nodes and the connections between…
We describe nearly fifteen years of General Game Playing experimental research history in the context of reproducibility and fairness of comparisons between various GGP agents and systems designed to play games described by different…