Related papers: Two-Buffer Simulation Games
We study two-player security games which can be viewed as sequences of nonzero-sum matrix games played by an Attacker and a Defender. The evolution of the game is based on a stochastic fictitious play process. Players do not have access to…
We consider a class of systems over finite alphabets, namely discrete-time systems with linear dynamics and a finite input alphabet. We formulate a notion of finite uniform bisimulation, and motivate and propose a notion of regular finite…
We introduce the notion of linearly representable games. Broadly speaking, these are TU games that can be described by as many parameters as the number of players, like weighted voting games, airport games, or bankruptcy games. We show that…
In contrast to the usual understanding of probabilistic systems as stochastic processes, recently these systems have also been regarded as transformers of probabilities. In this paper, we give a natural definition of strong bisimulation for…
In this paper we find viscosity solutions to the two membranes problem (that is a system with two obstacle-type equations) with two different $p-$Laplacian operators taking limits of value functions of a sequence of games. We analyze…
Two-player (antagonistic) games on (possibly stochastic) graphs are a prevalent model in theoretical computer science, notably as a framework for reactive synthesis. Optimal strategies may require randomisation when dealing with inherently…
Previous researches have shown that learning multiple representations for polysemous words can improve the performance of word embeddings on many tasks. However, this leads to another problem. Several vectors of a word may actually point to…
People tend to align their use of language to the linguistic behaviour of their own ingroup and to simultaneously diverge from the language use of outgroups. This paper proposes to model this phenomenon of sociolinguistic identity…
Twenty questions is a widely popular verbal game. In recent years, many computerized versions of this game have been developed in which a user thinks of an entity and a computer attempts to guess this entity by asking a series of…
We study a model of games that combines concurrency, imperfect information and stochastic aspects. Those are finite states games in which, at each round, the two players choose, simultaneously and independently, an action. Then a successor…
Following Zhang and Grossi~(AAAI 2021), we study in more depth a variant of weighted voting games in which agents' weights are induced by a transitive support structure. This class of simple games is notably well suited to study the…
The Iterated Prisoner's Dilemma has guided research on social dilemmas for decades. However, it distinguishes between only two atomic actions: cooperate and defect. In real-world prisoner's dilemmas, these choices are temporally extended…
Different classes of automata on infinite words have different expressive power. Deciding whether a given language $L \subseteq \Sigma^\omega$ can be expressed by an automaton of a desired class can be reduced to deciding a game between…
This paper presents simulation-based relations for probabilistic game structures. The first relation is called probabilistic alternating simulation, and the second called probabilistic alternating forward simulation, following the naming…
The Game of Life cellular automaton is a classical example of a massively parallel collision-based computing device. The automaton exhibits mobile patterns, gliders, and generators of the mobile patterns, glider guns, in its evolution. We…
In this paper, we are interested in automata over infinite words and infinite duration games, that we view as general transition systems. We study transformations of systems using a Muller condition into ones using a parity condition,…
This paper introduces a simulation algorithm for evaluating the log-likelihood function of a large supermodular binary-action game. Covered examples include (certain types of) peer effect, technology adoption, strategic network formation,…
We consider multi-player games played on graphs, in which the players aim at fulfilling their own (not necessarily antagonistic) objectives. In the spirit of evolutionary game theory, we suppose that the players have the right to repeatedly…
Repeated games have provided an explanation how mutual cooperation can be achieved even if defection is more favorable in a one-shot game in prisoner's dilemma situation. Recently found zero-determinant strategies have substantially been…
The satisfiability problem for branching-time temporal logics like CTL*, CTL and CTL+ has important applications in program specification and verification. Their computational complexities are known: CTL* and CTL+ are complete for doubly…