Related papers: Games and Strategies as Event Structures
Arboreal categories provide an axiomatic framework in which abstract notions of bisimilarity and back-and-forth games can be defined. They act on extensional categories, typically consisting of relational structures, via arboreal…
Guarded Interaction Trees are a structure and a fully formalized framework for representing higher-order computations with higher-order effects in Rocq. We present an extension of Guarded Interaction Trees to support formal reasoning about…
Equilibrium predictions in games of incomplete information are sensitive to the assumed information structure. Monderer and Samet (1996) and Kajii and Morris (1998) define topological notions of proximity for common prior information…
This paper presents a monoidal category whose morphisms are games (in the sense of game theory, not game semantics) and an associated diagrammatic language. The two basic operations of a monoidal category, namely categorical composition and…
In this paper, we consider combinatorial game rulesets based on data structures normally covered in an undergraduate Computer Science Data Structures course: arrays, stacks, queues, priority queues, sets, linked lists, and binary trees. We…
Hierarchical decision making problems, such as bilevel programs and Stackelberg games, are attracting increasing interest in both the engineering and machine learning communities. Yet, existing solution methods lack either convergence…
This work addresses competitive resource allocation in a sequential setting, where two players allocate resources across objects or locations of shared interest. Departing from the simultaneous Colonel Blotto game, our framework introduces…
We study rational agents with different perception capabilities in strategic games. We focus on a class of one-shot limited-perception games. These games extend simultaneous-move normal-form games by presenting each player with an…
We introduce quantitative reductions, a novel technique for structuring the space of quantitative games and solving them that does not rely on a reduction to qualitative games. We show that such reductions exhibit the same desirable…
We discuss a set of computational techniques, called Inductive Game Theory, for extracting strategic decision-making rules from time series data and constructing probabilistic social circuits. We construct these circuits by connecting…
This work contains the mathematical exploration of a few prototypical games in which central concepts from statistics and probability theory naturally emerge. The first two kinds of games are termed Fisher and Bayesian games, which are…
In the present paper we propose a new approach on `distributed systems': the processes are represented through total orders and the communications are characterized by means of biorders. The resulting distributed systems capture situations…
In [1] we introduced the concept of structured space, which is a topological space that locally resembles some algebraic structures. In [2] we proceeded the study of these spaces, developing two cohomology theories. The aim of this paper is…
This paper defines adversarial reasoning as computational approaches to inferring and anticipating an enemy's perceptions, intents and actions. It argues that adversarial reasoning transcends the boundaries of game theory and must also…
We propose a method to search for signs of causal structure in spatiotemporal data making minimal a priori assumptions about the underlying dynamics. To this end, we generalize the elementary concept of recurrence for a point process in…
Patterns of wins and losses in pairwise contests, such as occur in sports and games, consumer research and paired comparison studies, and human and animal social hierarchies, are commonly analyzed using probabilistic models that allow one…
I present a formal connection between algebraic effects and game semantics, two important lines of work in programming languages semantics with applications in compositional software verification. Specifically, the algebraic signature…
Many of our critical infrastructure systems and personal computing systems have a distributed computing systems structure. The incentives to attack them have been growing rapidly as has their attack surface due to increasing levels of…
We examine sequential equilibrium in the context of computational games, where agents are charged for computation. In such games, an agent can rationally choose to forget, so issues of imperfect recall arise. In this setting, we consider…
We define a pi-calculus variant with a costed semantics where channels are treated as resources that must explicitly be allocated before they are used and can be deallocated when no longer required. We use a substructural type system…