Related papers: Domains for Higher-Order Games
Meaning of a word varies from one domain to another. Despite this important domain dependence in word semantics, existing word representation learning methods are bound to a single domain. Given a pair of \emph{source}-\emph{target}…
Although board games and video games have been studied for decades in artificial intelligence research, challenging word games remain relatively unexplored. Word games are not as constrained as games like chess or poker. Instead, word game…
Context-free games on strings are two-player rewriting games based on a set of production rules and a regular target language. In each round, the first player selects a position of the current string; then the second player replaces the…
As a contribution to the challenge of building game-playing AI systems, we develop and analyse a formal language for representing and reasoning about strategies. Our logical language builds on the existing general Game Description Language…
This work addresses the classic machine learning problem of online prediction with expert advice. We consider the finite-horizon version of this zero-sum, two-person game. Using verification arguments from optimal control theory, we view…
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 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…
The existing network attack and defense method can be regarded as game, but most of the game only involves network domain, not multiple domain cyberspace. To address this challenge, this paper proposed a multiple domain cyberspace attack…
Max-min bilinear optimization models, where one agent maximizes and an adversary minimizes a common bilinear objective, serve as canonical saddle-point formulations in optimization theory. They capture, among others, two-player zero-sum…
Reinforcement learning (RL) algorithms have proven transformative in a range of domains. To tackle real-world domains, these systems often use neural networks to learn policies directly from pixels or other high-dimensional sensory input.…
The complexity of parity games is a long standing open problem that saw a major breakthrough in 2017 when two quasi-polynomial algorithms were published. This article presents a third, independent approach to solving parity games in…
An extension of the WHILE-language is developed for programming game-theoretic mechanisms involving multiple agents. Examples of such mechanisms include auctions, voting procedures, and negotiation protocols. A structured operational…
We consider 2-player games played on a finite state space for infinite rounds. The games are concurrent: in each round, the two players choose their moves simultaneously; the current state and the moves determine the successor. We consider…
We present syntactic characterisations for the union closed fragments of existential second-order logic and of logics with team semantics. Since union closure is a semantical and undecidable property, the normal form we introduce enables…
Infinite-state games provide a framework for the synthesis of reactive systems with unbounded data domains. Solving such games typically relies on computing symbolic fixpoints, particularly symbolic attractors. However, these computations…
The objective of ontologies is to increase the compression of a given domain by eliminating interpretation problems. Among kinds of ontologies are linguistics ontologies which are ontologies used to simplify the interface between domain…
Infinite-state games are a commonly used model for the synthesis of reactive systems with unbounded data domains. Symbolic methods for solving such games need to be able to construct intricate arguments to establish the existence of winning…
Two-player graph games have found numerous applications, most notably in the synthesis of reactive systems from temporal specifications, but also in verification. The relevance of infinite-state systems in these areas has lead to…
Using semi-tensor product (STP) of matrices, the profile evolutionary equation (PEE) for repeated finite games is obtained. By virtue of PEE, the zero-determinant (ZD) strategies are developed for general finite games. A formula is then…
We provide a formal definition of depth-limited games together with an accessible and rigorous explanation of the underlying concepts, both of which were previously missing in imperfect-information games. The definition works for an…