Related papers: Playing Games in the Baire Space
We study synthesis of reactive systems interacting with environments using an infinite data domain. A popular formalism for specifying and modelling such systems is register automata and transducers. They extend finite-state automata by…
The multiplication game is a two-person game in which each player chooses a positive integer without knowledge of the other player's number. The two numbers are then multiplied together and the first digit of the product determines the…
Graph games provide the foundation for modeling and synthesizing reactive processes. In the synthesis of stochastic reactive processes, the traditional model is perfect-information stochastic games, where some transitions of the game graph…
Games on recursive game graphs can be used to reason about the control flow of sequential programs with recursion. In games over recursive game graphs, the most natural notion of strategy is the modular strategy, i.e., a strategy that is…
The $N$-player quantum game is analyzed in the context of an Einstein-Podolsky-Rosen (EPR) experiment. In this setting, a player's strategies are not unitary transformations as in alternate quantum game-theoretic frameworks, but a classical…
The game in which acts of participants don't have an adequate description in terms of Boolean logic and classical theory of probabilities is considered. The model of the game interaction is constructed on the basis of a non-distributive…
We investigate uniformity properties of strategies. These properties involve sets of plays in order to express useful constraints on strategies that are not \mu-calculus definable. Typically, we can state that a strategy is…
A simple and general formulation of the quantum game theory is presented, accommodating all possible strategies in the Hilbert space for the first time. The theory is solvable for the two strategy quantum game, which is shown to be…
Two-player quantitative zero-sum games provide a natural framework to synthesize controllers with performance guarantees for reactive systems within an uncontrollable environment. Classical settings include mean-payoff games, where the…
We study the computational complexity of solving stochastic games with mean-payoff objectives. Instead of identifying special classes in which simple strategies are sufficient to play $\epsilon$-optimally, or form $\epsilon$-Nash…
We consider a class of infinite-state stochastic games generated by stateless pushdown automata (or, equivalently, 1-exit recursive state machines), where the winning objective is specified by a regular set of target configurations and a…
Mean-field game theory relies on approximating games that are intractable to model due to a very large to infinite population of players. While these kinds of games can be solved analytically via the associated system of partial…
Normal-form proper equilibrium, introduced by Myerson as a refinement of normal-form perfect equilibrium, occupies a distinctive position in the equilibrium analysis of extensive-form games because its more stringent perturbation structure…
We introduce CUT, the class of 2-player partition games. These are NIM type games, played on a finite number of heaps of beans. The rules are given by a set of positive integers, which specifies the number of allowed splits a player can…
We study \emph{partial-information} two-player turn-based games on graphs with omega-regular objectives, when the partial-information player has \emph{limited memory}. Such games are a natural formalization for reactive synthesis when the…
We consider games played on the transtion graph of concurrent programs running under the Total Store Order (TSO) weak memory model. Games are frequently used to model the interaction between a system and its environment, in this case…
The prevailing view is that quantum phenomena can be harnessed to tackle certain problems beyond the reach of classical approaches. Quantifying this capability as a quantum-classical separation and demonstrating it on current quantum…
A recent paper by Bhatia, Chin, Mani, and Mossel (2026) defined stochastic processes aimed at modeling the game of War for {\em two players} with $n$ cards. That paper showed that these models, assuming uniform random decks, are equivalent…
Game theory is usually considered applied mathematics, but a few game-theoretic results, such as Borel determinacy, were developed by mathematicians for mathematics in a broad sense. These results usually state determinacy, i.e. the…
We consider simulation games played between Spoiler and Duplicator on two Buchi automata in which the choices made by Spoiler can be buffered by Duplicator in two different buffers before she executes them on her structure. Previous work on…