Related papers: Domains for Higher-Order Games
We study the complexity of solving two-player infinite duration games played on a fixed finite graph, where the control of a node is not predetermined but rather assigned randomly. In classic random-turn games, control of each node is…
We develop methods to formally describe and compare games, in order to probe questions of game structure and design, and as a stepping stone to predicting player behavior from design patterns. We define a grammar-like formalism to describe…
Stochastic two-player games model systems with an environment that is both adversarial and stochastic. The adversarial part of the environment is modeled by a player (Player 2) who tries to prevent the system (Player 1) from achieving its…
We define a novel, extensional, three-valued semantics for higher-order logic programs with negation. The new semantics is based on interpreting the types of the source language as three-valued Fitting-monotonic functions at all levels of…
Classical objectives in two-player zero-sum games played on graphs often deal with limit behaviors of infinite plays: e.g., mean-payoff and total-payoff in the quantitative setting, or parity in the qualitative one (a canonical way to…
We study turn-based stochastic zero-sum games with lexicographic preferences over reachability and safety objectives. Stochastic games are standard models in control, verification, and synthesis of stochastic reactive systems that exhibit…
This work introduces a unified framework for analyzing games in greater depth. In the existing literature, players' strategies are typically assigned scalar values, and equilibrium concepts are used to identify compatible choices. However,…
In this invited contribution, we propose a comprehensive introduction to game theory applied in computer aided synthesis. In this context, we give some classical results on two-player zero-sum games and then on multi-player non zero-sum…
Recently, in [K.R. Apt and S. Simon: Well-founded extensive games with perfect information, TARK21], we studied well-founded games, a natural extension of finite extensive games with perfect information in which all plays are finite. We…
We present a unifying representation of computation as a two-player game between an \emph{Algorithm} and \emph{Nature}, grounded in domain theory and game theory. The Algorithm produces progressively refined approximations within a Scott…
The double oracle algorithm is a popular method of solving games, because it is able to reduce computing equilibria to computing a series of best responses. However, its theoretical properties are not well understood. In this paper, we…
Games have always been a popular test bed for artificial intelligence techniques. Game developers are always in constant search for techniques that can automatically create computer games minimizing the developer's task. In this work we…
We study turn-based quantitative games of infinite duration opposing two antagonistic players and played over graphs. This model is widely accepted as providing the adequate framework for formalizing the synthesis question for reactive…
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…
In the typical framework for boolean games (BG) each player can change the truth value of some propositional atoms, while attempting to make her goal true. In standard BG goals are propositional formulas, whereas in iterated BG goals are…
Online learning algorithms that minimize regret provide strong guarantees in situations that involve repeatedly making decisions in an uncertain environment, e.g. a driver deciding what route to drive to work every day. While regret…
We study finite-memory (FM) determinacy in games on finite graphs, a central question for applications in controller synthesis, as FM strategies correspond to implementable controllers. We establish general conditions under which FM…
In practice, most spoken language understanding systems process user input in a pipelined manner; first domain is predicted, then intent and semantic slots are inferred according to the semantic frames of the predicted domain. The pipeline…
Two-player games are a fruitful way to represent and reason about several important synthesis tasks. These tasks include controller synthesis (where one asks for a controller for a given plant such that the controlled plant satisfies a…
We study the class of word-building games, where two players pick letters from a finite alphabet to construct a finite or infinite word. The outcome is determined by whether the resulting word lies in a prescribed set (a win for player $A$)…