Related papers: Playing Games in the Baire Space
A new representation of Game Theory is developed in this paper. State of players is represented by a density matrix, and payoff function is a set of hermitian operators, which when applied onto the density matrix give the payoff of players.…
We give a strict mathematical description for a refinement of the Marinatto-Weber quantum game scheme. The model allows the players to choose projector operators that determine the state on which they perform their local operators. The game…
We consider quantitative notions of parity automaton and parity game aimed at modelling resource-aware behaviour, and study (memory-full) strategies for exhibiting accepting runs that require a minimum amount of initial resources,…
A new approach for the study of social games and communications is proposed. Games are simulated between cognitive players who build the opponent's internal model and decide their next strategy from predictions based on the model. In this…
In the synthesis of distributed systems, we automate the development of distributed programs and hardware by automatically deriving correct implementations from formal specifications. For synchronous distributed systems, the synthesis…
Video game playing is an extremely structured domain where algorithmic decision-making can be tested without adverse real-world consequences. While prevailing methods rely on image inputs to avoid the problem of hand-crafting state space…
We introduce a two-player model of reinforcement learning with memory. Past actions of an iterated game are stored in a memory and used to determine player's next action. To examine the behaviour of the model some approximate methods are…
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…
Automated game design is the problem of automatically producing games through computational processes. Traditionally, these methods have relied on the authoring of search spaces by a designer, defining the space of all possible games for…
Consider a game where Alice generates an integer and Bob wins if he can factor that integer. Traditional game theory tells us that Bob will always win this game even though in practice Alice will win given our usual assumptions about the…
Game designs often center on the game mechanics---rules governing the logical evolution of the game. We seek to develop an intelligent system that generates computer games. As first steps towards this goal we present a composable and…
We consider parity games on infinite graphs where configurations are represented by control-states and integer vectors. This framework subsumes two classic game problems: parity games on vector addition systems with states (vass) and…
This article concerns the resolution of impartial combinatorial games, and in particular games that can be split in sums of independent positions. We prove that in order to compute the outcome of a sum of independent positions, it is always…
In this paper, we investigate the rational synthesis problem for concurrent game structure for a variety of objectives ranging from reachability to Muller condition. We propose a new algorithm that establishes the decidability of the non…
A class of discrete Bidding Combinatorial Games that generalize alternating normal play was introduced by Kant, Larsson, Rai, and Upasany (2022). The major questions concerning optimal outcomes were resolved. By generalizing standard game…
The present paper introduces a novel notion of `(effective) computability', called viability, of strategies in game semantics in an intrinsic (i.e., without recourse to the standard Church-Turing computability), non-inductive and…
Non-transitivity can arise in games with three or more strategies $A,B,C$, when $A$ beats $B$, $B$ beats $C$, and $C$ beats $A$, ($A>B>C>A$). An example is the children's game \textquotedblleft rock, scissors, paper" ($R,S,P$) where…
A classic model to study strategic decision making in multi-agent systems is the normal-form game. This model can be generalised to allow for an infinite number of pure strategies leading to continuous games. Multi-objective normal-form…
Duparc introduced a two-player game for a function $f$ between zero-dimensional Polish spaces in which Player II has a winning strategy iff $f$ is of Baire class 1. We generalize this result by defining a game for an arbitrary function $f :…
In this paper, we propose a game-theoretic solution to the parking problem, by exploiting a strategic-reasoning approach for multi-agent systems. Precisely, cars are modeled by agents interacting among them in a multi-player game setting,…