Related papers: Selective strong screenability and a game
Usually, to apply game-theoretic methods, we must specify utilities precisely, and we run the risk that the solutions we compute are not robust to errors in this specification. Ordinal games provide an attractive alternative: they require…
Studying continuous time counterpart of some discrete time dynamics is now a standard and fruitful technique, as some properties hold in both setups. In game theory, this is usually done by considering differential games on Euclidean…
In this paper we will discuss scoring play games. We will give the basic definitions for scoring play games, and show that they form a well defined set, with clear and distinct outcome classes under these definitions. We will also show that…
Spatial structure has a profound effect on the outcome of evolutionary games. In the ultimatum game, it leads to the dominance of much fairer players than those predicted to evolve in well-mixed settings. Here we show that spatiality leads…
It is well-known that for infinitely repeated games, there are computable strategies that have best responses, but no computable best responses. These results were originally proved for either specific games (e.g., Prisoner's dilemma), or…
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…
In a polyomino set (1,2)-achievement game the maker and the breaker alternately mark one and two previously unmarked cells respectively. The maker's goal is to mark a set of cells congruent to one of a given set of polyominoes. The breaker…
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…
Finite games in normal form and their mixed extensions are a corner stone of noncooperative game theory. Often generic finite games and their mixed extensions are considered. But the properties which one expects in generic games and the…
This paper studies the equilibrium properties of the ``obvious strategy profile'' in large finite-player games. Each player in such a strategy profile simply adopts a randomized strategy as she would have used in a symmetric equilibrium of…
We consider the reachability problem on transition systems corresponding to succinct one-counter machines, that is, machines where the counter is incremented or decremented by a value given in binary.
We add to the theory of preservation of topological properties under forcing. In particular, we answer a question of Gilton and Holshouser in a strong sense, showing that if player II has a winning strategy in the strong countable fan…
We consider concurrent games played on graphs. At every round of the game, each player simultaneously and independently selects a move; the moves jointly determine the transition to a successor state. Two basic objectives are the safety…
We consider finite-state concurrent stochastic games, played by k>=2 players for an infinite number of rounds, where in every round, each player simultaneously and independently of the other players chooses an action, whereafter the…
Multi-dimensional mean-payoff and energy games provide the mathematical foundation for the quantitative study of reactive systems, and play a central role in the emerging quantitative theory of verification and synthesis. In this work, we…
Similarity estimation is essential for many game AI applications, from the procedural generation of distinct assets to automated exploration with game-playing agents. While similarity metrics often substitute human evaluation, their…
In numerous positional games the identity of the winner is easily determined. In this case one of the more interesting questions is not {\em who} wins but rather {\em how fast} can one win. These type of problems were studied earlier for…
We introduce the concept of budget games. Players choose a set of tasks and each task has a certain demand on every resource in the game. Each resource has a budget. If the budget is not enough to satisfy the sum of all demands, it has to…
This article introduces differential hybrid games, which combine differential games with hybrid games. In both kinds of games, two players interact with continuous dynamics. The difference is that hybrid games also provide all the features…
Two standard algorithms for approximately solving two-player zero-sum concurrent reachability games are value iteration and strategy iteration. We prove upper and lower bounds of 2^(m^(Theta(N))) on the worst case number of iterations…