Related papers: Complex behaviour in cyclic competition bimatrix g…
Cyclic, nonhierarchical interactions among biological species represent a general mechanism by which ecosystems are able to maintain high levels of biodiversity. However, species coexistence is often possible only in spatially extended…
Deception is a technique to mislead human or computer systems by manipulating beliefs and information. For the applications of cyber deception, non-cooperative games become a natural choice of models to capture the adversarial interactions…
Exploiting the algebraic structure of the set of bimatrix games, a divide-and-conquer algorithm for finding Nash equilibria is proposed. The algorithm is fixed-parameter tractable with the size of the largest irreducible component of a game…
Recent work has shown that pairwise interactions may not be sufficient to fully model ecological dynamics in the wild. In this letter, we consider a replicator dynamic that takes both pairwise and triadic interactions into consideration…
The outcome of many social and economic interactions, such as stock-market transactions, is strongly determined by the predictions that agents make about the behavior of other individuals. Cognitive Hierarchy Theory provides a framework to…
A simple model of cyclically competing species on a directed graph with quenched disorder is proposed as an extension of the rock-paper-scissors model. By assuming that the effects of loops in a directed random graph can be ignored in the…
We consider iterative voting models and position them within the general framework of acyclic games and game forms. More specifically, we classify convergence results based on the underlying assumptions on the agent scheduler (the order of…
Replicator dynamics, the continuous-time analogue of Multiplicative Weights Updates, is the main dynamic in evolutionary game theory. In simple evolutionary zero-sum games, such as Rock-Paper-Scissors, replicator dynamic is periodic…
Recurrent neural policies are widely used in partially observable control and meta-RL tasks. Their abilities to maintain internal memory and adapt quickly to unseen scenarios have offered them unparalleled performance when compared to…
The class of weakly acyclic games, which includes potential games and dominance-solvable games, captures many practical application domains. In a weakly acyclic game, from any starting state, there is a sequence of better-response moves…
Recurrence plots and their associated quantifiers provide a robust framework for detecting and characterising complex patterns in non-linear time-series. In this paper, we employ recurrence quantification analysis to investigate the…
In evolutionary game theory, it is customary to be partial to the dynamical models possessing fixed points so that they may be understood as the attainment of evolutionary stability, and hence, Nash equilibrium. Any show of periodic or…
This paper analyses the stability of cycles within a heteroclinic network lying in a three-dimensional manifold formed by six cycles, for a one-parameter model developed in the context of game theory. We show the asymptotic stability of the…
We formulate a general framework for competitive gradient-based learning that encompasses a wide breadth of multi-agent learning algorithms, and analyze the limiting behavior of competitive gradient-based learning algorithms using dynamical…
It is common to assume that agents will adopt Nash equilibrium strategies; however, experimental studies have demonstrated that Nash equilibrium is often a poor description of human players' behavior in unrepeated normal-form games. In this…
This paper investigates the geometrical properties of real world games (e.g. Tic-Tac-Toe, Go, StarCraft II). We hypothesise that their geometrical structure resemble a spinning top, with the upright axis representing transitive strength,…
We present a framework that incorporates the idea of bounded rationality into dynamic stochastic pursuit-evasion games. The solution of a stochastic game is characterized, in general, by its (Nash) equilibria in feedback form. However,…
We consider an algorithmic framework for two-player non-zero-sum semidefinite games, where each player's strategy is a positive semidefinite matrix with trace one. We formulate the computation of Nash equilibria in such games as…
The behaviour of multi-agent learning in competitive settings is often considered under the restrictive assumption of a zero-sum game. Only under this strict requirement is the behaviour of learning well understood; beyond this, learning…
Dynamical systems containing heteroclinic cycles and networks can be invoked as models of intransitive competition between three or more species. When populations are assumed to be well-mixed, a system of ordinary differential equations…