Related papers: Certified randomness between mistrustful players
We study the following combinatorial game played by two players, Alice and Bob, which generalizes the Pizza game considered by Brown, Winkler and others. Given a connected graph G with nonnegative weights assigned to its vertices, the…
In a guessing game, players guess the value of a random real number selected using some probability density function. The winner may be determined in various ways; for example, a winner can be a player whose guess is closest in magnitude to…
This paper considers the decidability of fully quantum nonlocal games with noisy maximally entangled states. Fully quantum nonlocal games are a generalization of nonlocal games, where both questions and answers are quantum and the referee…
Nonlocal games yield an unusual perspective on entangled quantum states. The defining property of such games is that a set of players in joint possession of an entangled state can win the game with higher probability than is allowed by…
Communication games are one of the widely used tools that are designed to demonstrate quantum supremacy over classical resources. In that, two or more parties collaborate to perform an information processing task to achieve the highest…
We propose and investigate probabilistic guarantees for the adversarial robustness of classification algorithms. While traditional formal verification approaches for robustness are intractable and sampling-based approaches do not provide…
In a recent work (Ghazi et al., SODA 2016), the authors with Komargodski and Kothari initiated the study of communication with contextual uncertainty, a setup aiming to understand how efficient communication is possible when the…
We construct a non-locality game that can be won with certainty by a quantum strategy using log n shared EPR-pairs, while any classical strategy has winning probability at most 1/2+O(log n/sqrt{n}). This improves upon a recent result of…
Consider three players Alice, Bob and Cath who hold a, b and c cards, respectively, from a deck of d=a+b+c cards. The cards are all different and players only know their own cards. Suppose Alice and Bob wish to communicate their cards to…
Consider a game where Alice generates an integer and Bob wins if he can factor that integer. Traditional game theory tells us that Bob will always win this game even though in practice Alice will win given our usual assumptions about the…
A well-known theorem of Chung and Graham states that if $h\geq 4$ then a tournament $T$ is quasirandom if and only if $T$ contains each $h$-vertex tournament the "correct number" of times as a subtournament. In this paper we investigate the…
If Alice must communicate with Bob over a channel shared with the adversarial Eve, then Bob must be able to validate the authenticity of the message. In particular we consider the model where Alice and Eve share a discrete memoryless…
We unify and consolidate various results about non-signall-ing games, a subclass of non-local two-player one-round games, by introducing and studying several new families of games and establishing general theorems about them, which extend a…
We suggest that one individual holds multiple degrees of belief about an outcome, given the evidence. We then investigate the implications of such noisy probabilities for a buyer and a seller of binary options and find the odds agreed upon…
The following game is played on a weighted graph: Alice selects a matching $M$ and Bob selects a number $k$. Alice's payoff is the ratio of the weight of the $k$ heaviest edges of $M$ to the maximum weight of a matching of size at most $k$.…
The principle that rational agents should maximize expected utility or choiceworthiness is intuitively plausible in many ordinary cases of decision-making under uncertainty. But it is less plausible in cases of extreme, low-probability risk…
We continue the line of work initiated by Kalai et al. (STOC '23), studying "compiled" nonlocal games played between a classical verifier and a single quantum prover, with cryptography simulating the spatial separation between the players.…
Proper scoring rules incentivize experts to accurately report beliefs, assuming predictions cannot influence outcomes. We relax this assumption and investigate incentives when predictions are performative, i.e., when they can influence the…
Infinite games where several players seek to coordinate under imperfect information are known to be intractable, unless the information flow is severely restricted. Examples of undecidable cases typically feature a situation where players…
Strong solving of perfect-information games certifies optimal play from every reachable position, but the required state-space coverage is often prohibitive. Weak solving is far cheaper, yet it certifies correctness only at the initial…