Related papers: A Delayed Promotion Policy for Parity Games
We investigate a phenomenon of "one-to-two-player lifting" in infinite-duration two-player games on graphs with zero-sum objectives. More specifically, let $C$ be a class of strategies. It turns out that in many cases, to show that all…
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…
Graph games provide the foundation for modeling and synthesis of reactive processes. Such games are played over graphs where the vertices are controlled by two adversarial players. We consider graph games where the objective of the first…
We examine the problem of the existence of optimal deterministic stationary strategiesintwo-players antagonistic (zero-sum) perfect information stochastic games with finitely many states and actions.We show that the existenceof such…
In wireless packet-forwarding networks with selfish nodes, application of a repeated game can induce the nodes to forward each others' packets, so that the network performance can be improved. However, the nodes on the boundary of such…
The transitivity of preferences is one of the basic assumptions used in the theory of games and decisions. It is often equated with rationality of choice and is considered useful in building rankings. Intransitive preferences are considered…
History-deterministic automata are a restricted class of nondeterministic automata where the nondeterminism while reading an input can be resolved successfully based on the prefix read so far. History-deterministic automata are…
Strategic decisions are often made over multiple periods of time, wherein decisions made earlier impact a competitor's success in later stages. In this paper, we study these dynamics in General Lotto games, a class of models describing the…
We consider concurrent games played on graphs. At every round of the game, each player simultaneously and independently selects a move; the moves jointly determine the transition to a successor state. Two basic objectives are the safety…
Two-player games on graphs is central in many problems in formal verification and program analysis such as synthesis and verification of open systems. In this work we consider solving recursive game graphs (or pushdown game graphs) that can…
Poset games are a class of combinatorial game that remain unsolved. Soltys and Wilson proved that computing wining strategies is in \textbf{PSPACE} and aside from special cases such as Nim and N-Free games, \textbf{P} time algorithms for…
Dominance is a fundamental concept in game theory. In normal-form games dominated strategies can be identified in polynomial time. As a consequence, iterative removal of dominated strategies can be performed efficiently as a preprocessing…
In this work the properties of minority games containing agents which try to winning all the time are studied by means of computational simulations. We have considered several ways of introducing above the rules clever players using…
The idea of enumeration algorithms with polynomial delay is to polynomially bound the running time between any two subsequent solutions output by the enumeration algorithm. While it is open for more than four decades if all minimal…
We propose a game-theoretic framework that incorporates both incomplete information and general ambiguity attitudes on factors external to all players. Our starting point is players' preferences on payoff-distribution vectors, essentially…
We compute equilibrium strategies in multi-stage games with continuous signal and action spaces as they are widely used in the management sciences and economics. Examples include sequential sales via auctions, multi-stage elimination…
We consider the problem of estimating `preference' or `strength' parameters in three-way comparison experiments, each composed of a series of paired comparisons, but where only the single `preferred' or `strongest' candidate is known in…
We introduce a natural notion of limit-deterministic parity automata and present a method that uses such automata to construct satisfiability games for the weakly aconjunctive fragment of the $\mu$-calculus. To this end we devise a method…
Feint behaviors refer to a set of deceptive behaviors in a nuanced manner, which enable players to obtain temporal and spatial advantages over opponents in competitive games. Such behaviors are crucial tactics in most competitive…
We address a central (and classical) issue in the theory of infinite games: the reduction of the memory size that is needed to implement winning strategies in regular infinite games (i.e., controllers that ensure correct behavior against…