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Tolerance implies enduring trying circumstances with a fair and objective attitude. To determine whether evolutionary advantages might be stemming from diverse levels of tolerance in a population, we study a spatial public goods game, where…
A $(t,n)$-threshold signature scheme enables distributed signing among $n$ players such that any subset of size at least $t$ can sign, whereas any subset with fewer players cannot. The goal is to produce threshold digital signatures that…
In decision-dependent games, multiple players optimize their decisions under a data distribution that shifts with their joint actions, creating complex dynamics in applications like market pricing. A practical consequence of these dynamics…
In the classical communication setting multiple senders having access to the same source of information and transmitting it over channel(s) to a receiver in general leads to a decrease in estimation error at the receiver as compared with…
The paper considers the problem of multi-agent consensus in the presence of adversarial agents which may try to prevent and introduce undesired influence on the coordination among the regular agents. To our setting, we extend the so-called…
We study the classic problem of prediction with expert advice under bandit feedback. Our model assumes that one action, corresponding to the learner's abstention from play, has no reward or loss on every trial. We propose the CBA algorithm,…
We consider a repeated Stackelberg game setup where the leader faces a sequence of followers of unknown types and must learn what commitments to make. While previous works have considered followers that best respond to the commitment…
This paper investigates the consensus problem for nonlinear heterogeneous multi-agent systems with limited communication data rate. Each agent is modeled by a higher-order strict-feedback continuous-time system with unknown nonlinearities…
Deception is a technique to mislead human or computer systems by manipulating beliefs and information. Successful deception is characterized by the information-asymmetric, dynamic, and strategic behaviors of the deceiver and the deceivee.…
Existing standards for player characterisation in tokenised state machine replication protocols depend on honest players who will always follow the protocol, regardless of possible token increases for deviating. Given the ever-increasing…
We consider a sender-receiver game with an outside option for the sender. After the cheap talk phase, the receiver makes a proposal to the sender, which the latter can reject. We study situations in which the sender's approval is crucial to…
The increasing number of wireless devices operating in unlicensed spectrum motivates the development of intelligent adaptive approaches to spectrum access. We consider decentralized contention-based medium access for base stations (BSs)…
Quantum entanglement can be used in a communication scheme to establish a correlation between successive channel inputs that is impossible by classical means. It is known that the classical capacity of quantum channels can be enhanced by…
In the analysis of consensus problems for multi-agent systems affected by time delays, the delay margin for a given protocol is heavily dependent on the communication topology being used. This document aims to answer the question of what is…
In dynamic noncooperative games, each player makes conjectures about other players' reactions before choosing a strategy. However, resulting equilibria may be multiple and do not always lead to desirable outcomes. These issues are typically…
The notion of fault tolerant Nash equilibria has been introduced as a way of studying the robustness of Nash equilibria. Under this notion, a fixed number of players are allowed to exhibit faulty behavior in which they may deviate…
As autonomous AI agents increasingly call other agents to complete tasks on behalf of a human principal, a structural accountability gap has emerged: the calling agent accepts the terms of service of the callee without any protocol-level…
We propose a decentralized solution for a pursuit-evasion game involving a heterogeneous group of rational (selfish) pursuers and a single evader based on the framework of potential games. In the proposed game, the evader aims to delay (or,…
Reducing user attrition, i.e. churn, is a broad challenge faced by several industries. In mobile social games, decreasing churn is decisive to increase player retention and rise revenues. Churn prediction models allow to understand player…
We consider a communication system consisting of a server that tracks and publishes updates about a time-varying data source or event, and a gossip network of users interested in closely tracking the event. The timeliness of the information…