Related papers: Two-Buffer Simulation Games
In this invited contribution, we propose a comprehensive introduction to game theory applied in computer aided synthesis. In this context, we give some classical results on two-player zero-sum games and then on multi-player non zero-sum…
We prove that the single-player game clobber is solvable in linear time when played on a line or on a cycle. For this purpose, we show that this game is equivalent to an optimization problem on a set of words defined by seven classes of…
In this work, we consider the problem of a two-player zero-sum game. In the literature, the successive over-relaxation Q-learning algorithm has been developed and implemented, and it is seen to result in a lower contraction factor for the…
Transductions are binary relations of finite words. For rational transductions, i.e., transductions defined by finite transducers, the inclusion, equivalence and sequential uniformisation problems are known to be undecidable. In this paper,…
With the recent advances in solving large, zero-sum extensive form games, there is a growing interest in the inverse problem of inferring underlying game parameters given only access to agent actions. Although a recent work provides a…
Quite often, verification tasks for distributed systems are accomplished via counter abstractions. Such abstractions can sometimes be justified via simulations and bisimulations. In this work, we supply logical foundations to this practice,…
Cosimulation methods allow combination of simulation tools of physical systems running in parallel to act as a single simulation environment for a big system. As data is passed across subsystem boundaries instead of solving the system as…
Selection in a time-periodic environment is modeled via the two-player replicator dynamics. For sufficiently fast environmental changes, this is reduced to a multi-player replicator dynamics in a constant environment. The two-player terms…
Game-theoretic interactions with AI agents could differ from traditional human-human interactions in various ways. One such difference is that it may be possible to simulate an AI agent (for example because its source code is known), which…
Game semantics and winning strategies offer a potential conceptual bridge between semantics and proof systems of logics. We illustrate this link for hybrid logic -- an extension of modal logic that allows for explicit reference to worlds…
In multi-turn dialogs, natural language understanding models can introduce obvious errors by being blind to contextual information. To incorporate dialog history, we present a neural architecture with Speaker-Sensitive Dual Memory Networks…
We study two-player zero-sum games over infinite-state graphs with boundedness conditions. Our first contribution is about the strategy complexity, i.e the memory required for winning strategies: we prove that over general infinite-state…
Persuasion games are fundamental in economics and AI research and serve as the basis for important applications. However, work on this setup assumes communication with stylized messages that do not consist of rich human language. In this…
Working memory accounts for the ability of humans to perform cognitive processing, by handling both the representation of information (the mental picture forming the situation awareness) and the space required for processing these…
Parallel algorithms designed for simulation and performance evaluation of single-server tandem queueing systems with both infinite and finite buffers are presented. The algorithms exploit a simple computational procedure based on recursive…
We propose a method to construct finite-state reactive controllers for systems whose interactions with their adversarial environment are modeled by infinite-duration two-player games over (possibly) infinite graphs. The proposed method…
A growing number of machine learning architectures, such as Generative Adversarial Networks, rely on the design of games which implement a desired functionality via a Nash equilibrium. In practice these games have an implicit complexity…
This paper considers the problem of solving infinite two-player games over finite graphs under various classes of progress assumptions motivated by applications in cyber-physical system (CPS) design. Formally, we consider a game graph G, a…
Two traditional paradigms are often used to describe the behavior of agents in multi-agent complex systems. In the first one, agents are considered to be fully rational and systems are seen as multi-player games. In the second one, agents…
We propose novel controller synthesis techniques for probabilistic systems modelled using stochastic two-player games: one player acts as a controller, the second represents its environment, and probability is used to capture uncertainty…