Related papers: Games for Bisimulations and Abstraction
Decomposition methods are often used for producing counterfactual predictions in non-strategic settings. When the outcome of interest arises from a game-theoretic setting where agents are better off by deviating from their strategies after…
Machine learning is vulnerable to adversarial examples: inputs carefully modified to force misclassification. Designing defenses against such inputs remains largely an open problem. In this work, we revisit defensive distillation---which is…
In this work, we design the game semantics for timed equivalences and preorders of timed processes. The timed games corresponding to the various timed relations form a hierarchy. These games are similar to Stirling's bisimulation games. If…
In existing simulation proof techniques, a single step in a lower-level specification may be simulated by an extended execution fragment in a higher-level one. As a result, it is cumbersome to mechanize these techniques using general…
Full formal descriptions of algorithms making use of quantum principles must take into account both quantum and classical computing components and assemble them so that they communicate and cooperate.Moreover, to model concurrent and…
Game-theoretical approach to the analysis of parallel algorithms is proposed. The approach is based on presentation of the parallel computing as a congestion game. In the game processes compete for resources such as core of a central…
When a prediction algorithm serves a collection of users, disparities in prediction quality are likely to emerge. If users respond to accurate predictions by increasing engagement, inviting friends, or adopting trends, repeated learning…
Incomplete cooperative games generalise the classical model of cooperative games by omitting the values of some of the coalitions. This allows to incorporate uncertainty into the model and study the underlying games as well as possible…
Weakly acyclic games form a natural generalization of the class of games that have the finite improvement property (FIP). In such games one stipulates that from any initial joint strategy some finite improvement path exists. We classify…
This paper investigates the strategic concealment of environment representations used by players in competitive games. We consider a defense scenario in which one player (the Defender) seeks to infer and exploit the representation used by…
The overall problem addressed in this paper is the long-standing problem of program correctness, and in particular programs that describe systems of parallel executing processes. We propose a new method for proving correctness of parallel…
Modern software design practice implies widespread use in the development of ready-made components, usually designed as external libraries. The undoubted advantages of reusing third-party code can be offset by integration errors that appear…
Higher-order processes with parameterization are capable of abstraction and application (migrated from the lambda-calculus), and thus are computationally more expressive. For the minimal higher-order concurrency, it is well-known that the…
The note is devoted to an interactive game theoretic formalization of dialogues as psycholinguistic phenomena and the unraveling of a hidden dialogue structure of 2-person differential interactive games. In the field-theoretic description…
How does one measure "ability to understand language"? If it is a person's ability that is being measured, this is a question that almost never poses itself in an unqualified manner: Whatever formal test is applied, it takes place on the…
Securing dynamic networks against adversarial actions is challenging because of the need to anticipate and counter strategic disruptions by adversarial entities within complex network structures. Traditional game-theoretic models, while…
We provide a new approach to training neural models to exhibit transparency in a well-defined, functional manner. Our approach naturally operates over structured data and tailors the predictor, functionally, towards a chosen family of…
Dynamic zero-sum games are an important class of problems with applications ranging from evasion-pursuit and heads-up poker to certain adversarial versions of control problems such as multi-armed bandit and multiclass queuing problems.…
Imitation is simple behavior which uses successful actions of others in order to deal with one's own problems. Because success of imitation generally depends on whether profit of an imitating agent coincides with those of other agents or…
We show that solving delay games with winning conditions given by deterministic and nondeterministic weak Muller automata is 2EXPTIME-complete respectively 3EXPTIME-complete. Furthermore, doubly and triply exponential lookahead is necessary…