Related papers: Games and Strategies as Event Structures
Event structures are fundamental models in concurrency theory, providing a representation of events in computation and of their relations, notably concurrency, conflict and causality. In this paper we present a theory of minimisation for…
Random access codes have provided many examples of quantum advantage in communication, but concern only one kind of information retrieval task. We introduce a related task - the Torpedo Game - and show that it admits greater quantum…
Coalitions naturally exist in many real-world systems involving multiple decision makers such as ridesharing, security, and online ad auctions, but the coalition structure among the agents is often unknown. We propose and study an important…
Recently, in [K.R. Apt and S. Simon: Well-founded extensive games with perfect information, TARK21], we studied well-founded games, a natural extension of finite extensive games with perfect information in which all plays are finite. We…
In 1901, Bouton proved that a winning strategy of the game of Nim is given by the bitwise XOR, called the nim-sum. But, why does such a weird binary operation work? Led by this question, this paper introduces a categorical reinterpretation…
Several notions of game enjoy a Nash-like notion of equilibrium without guarantee of existence. There are different ways of weakening a definition of Nash-like equilibrium in order to guarantee the existence of a weakened equilibrium.…
Computation models such as circuits describe sequences of computation steps that are carried out one after the other. In other words, algorithm design is traditionally subject to the restriction imposed by a fixed causal order. We address a…
We develop an approach to combining contextuality with causality, which is general enough to cover causal background structure, adaptive measurement-based quantum computation, and causal networks. The key idea is to view contextuality as…
Planning safe robot motions in the presence of humans requires reliable forecasts of future human motion. However, simply predicting the most likely motion from prior interactions does not guarantee safety. Such forecasts fail to model the…
In recent years, there has been a growing interest in games on graphs within the research community, fueled by their relevance in applications such as economics, politics, and epidemiology. This paper aims to comprehensively detail the…
Traditionally social sciences are interested in structuring people in multiple groups based on their individual preferences. This pa- per suggests an approach to this problem in the framework of a non- cooperative game theory. Definition of…
The notions of symmetry and anonymity in strategic games have been formalized in different ways in the literature. We propose a combinatorial framework to analyze these notions, using group actions. Then, the same framework is used to…
An extensive literature in economics and social science addresses contests, in which players compete to outperform each other on some measurable criterion, often referred to as a player's score, or output. Players incur costs that are an…
We consider two-player games played over finite state spaces for an infinite number of rounds. At each state, the players simultaneously choose moves; the moves determine a successor state. It is often advantageous for players to choose…
We present a novel algorithm for game-theoretic trajectory planning, tailored for settings in which agents can only observe one another in specific regions of the state space. Such problems arise naturally in the context of multi-robot…
This paper introduces alignment games, a new class of zero-sum games modeling strategic interventions where effectiveness depends on alignment with an underlying hidden state. Motivated by operational problems in medical diagnostics,…
Modern control systems are featured by their hierarchical structure composing of cyber, physical, and human layers. The intricate dependencies among multiple layers and units of modern control systems require an integrated framework to…
We construct a model of strategic imitation in an arbitrary network of players who interact through an additive game. Assuming a discrete time update, we show a condition under which the resulting difference equations converge to consensus.…
Discrete-event systems usually consist of discrete states and transitions between them caused by spontaneous occurrences of labelled (aka partially-observed) events. Due to the partially-observed feature, fundamental properties therein…
Hierarchically structured agent plans are important for efficient planning and acting, and they also serve (among other things) to produce "richer" classical plans, composed not just of a sequence of primitive actions, but also "abstract"…