Related papers: Two-Buffer Simulation Games
We study the underlying mathematical properties of various partial order models of concurrency based on transition systems, Petri nets, and event structures, and show that the concurrent behaviour of these systems can be captured in a…
Recent work has shown that we can dramatically improve the performance of computer games and simulations through declarative processing: Character AI can be written in an imperative scripting language which is then compiled to relational…
We consider scheduling problems over scenarios where the goal is to find a single assignment of the jobs to the machines which performs well over all possible scenarios. Each scenario is a subset of jobs that must be executed in that…
The "bisimulation problem" for equational graphs of finite out-degree is shown to be decidable. We reduce this problem to the bisimulation problem for deterministic rational (vectors of) boolean series on the alphabet of a dpda M. We then…
To develop a full abstract denotational model of a process language based on prebisimulation preorder, its behavioural semantics has two problems: (1) Two processes related by a standard denotational interpretation afford the same finite…
In this paper we introduce novel algorithmic strategies for effciently playing two-player games in which the players have different or identical player roles. In the case of identical roles, the players compete for the same objective (that…
We consider a class of finite state three-tape transducers which models the operation of shuffling and splitting words. We present them as automata over the so-called Shuffling Monoid. These automata can be seen as either shufflers or…
In the Maker-Breaker resolving game, two players named Resolver and Spoiler alternately select unplayed vertices of a given graph $G$. The aim of Resolver is to select all the vertices of some resolving set of $G$, while Spoiler aims to…
We introduce a generalization of the bisimulation game that finds distinguishing Hennessy-Milner logic formulas from every finitary, subformula-closed language in van Glabbeek's linear-time--branching-time spectrum between two finite-state…
Data sharing issues pervade online social and economic environments. To foster social progress, it is important to develop models of the interaction between data producers and consumers that can promote the rise of cooperation between the…
Learning algorithms are often used to make decisions in sequential decision-making environments. In multi-agent settings, the decisions of each agent can affect the utilities/losses of the other agents. Therefore, if an agent is good at…
We study two-player games played on the infinite graph of sentential forms induced by a context-free grammar (that comes with an ownership partitioning of the non-terminals). The winning condition is inclusion of the derived terminal word…
This paper is a twofold contribution. First, it contributes to the problem of enumerating some classes of simple games and in particular provides the number of weighted games with minimum and the number of weighted games for the dual class…
Language model intelligence is revolutionizing the way we program materials simulations. However, the diversity of simulation scenarios renders it challenging to precisely transform human language into a tailored simulator. Here, using…
Currently the Dempster-Shafer based algorithm and Uniform Random Probability based algorithm are the preferred method of resolving security games, in which defenders are able to identify attackers and only strategy remained ambiguous.…
A potentialist system is a first-order Kripke model based on embeddings. I define the notion of bisimulation for these systems, and provide a number of examples. Given a first-order theory $T$, the system $\mathrm{Mod}(T)$ consists of all…
We introduce a simple extensive-form algorithm for finding equilibria of two-player, zero-sum games. The algorithm is realization equivalent to a generalized form of Fictitious Play. We compare its performance to that of a similar…
Recently experience replay is widely used in various deep reinforcement learning (RL) algorithms, in this paper we rethink the utility of experience replay. It introduces a new hyper-parameter, the memory buffer size, which needs carefully…
We solve a generalized version of Church's Synthesis Problem where a play is given by a sequence of natural numbers rather than a sequence of bits; so a play is an element of the Baire space rather than of the Cantor space. Two players…
We consider two-stage robust optimization problems, which can be seen as games between a decision maker and an adversary. After the decision maker fixes part of the solution, the adversary chooses a scenario from a specified uncertainty…