Related papers: Relaxing Exclusive Control in Boolean Games
We extend the formalism of Conjectural Variations games to Stackelberg games involving multiple leaders and a single follower. To solve these nonconvex games, a common assumption is that the leaders compute their strategies having perfect…
Evaluating the step-by-step reliability of large language model (LLM) reasoning, such as Chain-of-Thought, remains challenging due to the difficulty and cost of obtaining high-quality step-level supervision. In this paper, we introduce…
We consider concurrent games played on graphs. At every round of a game, each player simultaneously and independently selects a move; the moves jointly determine the transition to a successor state. Two basic objectives are the safety…
Last-iterate behaviors of learning algorithms in repeated two-player zero-sum games have been extensively studied due to their wide applications in machine learning and related tasks. Typical algorithms that exhibit the last-iterate…
In this paper, we study proximal type dynamics in the context of noncooperative multi-agent network games. These dynamics arise in different applications, since they describe distributed decision making in multi-agent networks, e.g., in…
Self-play is a technique for machine learning in multi-agent systems where a learning algorithm learns by interacting with copies of itself. Self-play is useful for generating large quantities of data for learning, but has the drawback that…
Many real-world decision problems involve the interaction of multiple self-interested agents with limited sensing ability. The partially observable stochastic game (POSG) provides a mathematical framework for modeling these problems,…
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…
Language Model (LM)-based agents remain largely untested in mixed-motive settings where agents must leverage short-term cooperation for long-term competitive goals (e.g., multi-party politics). We introduce Cooperate to Compete (C2C), a…
Sabotage games are played on a dynamic graph, in which one agent, called a runner, attempts to reach a goal state, while being obstructed by a demon who at each round removes an edge from the graph. Sabotage modal logic was proposed to…
This paper introduces semi-competitive differential game logic dGLsc, which enables verification of safety-critical applications that involve interactions between two agents. In dGLsc, these interactions are specified as games on hybrid…
We introduce a subclass of concurrent game structures (CGS) with imperfect information in which agents are endowed with private data-sharing capabilities. Importantly, our CGSs are such that it is still decidable to model-check these CGSs…
We provide a compositional coalgebraic semantics for strategic games. In our framework, like in the semantics of functional programming languages, coalgebras represent the observable behaviour of systems derived from the behaviour of the…
Algorithmic content targeting homogenizes information, with implications for strategic interactions. For example, this increased homogenization was arguably responsible for the run on the Silicon Valley Bank. We argue that existing measures…
We consider strongly monotone games with convex separable coupling constraints, played by dynamical agents, in a partial-decision information scenario. We start by designing continuous-time fully distributed feedback controllers, based on…
In this paper, we introduce and study a class of games called price-coupling games that arise in many scenarios, especially in the electricity industry. In a price-coupling game, there is a part of the objective function of a player which…
Decision-making in automated driving must consider interactions with surrounding agents to be effective. However, traditional methods often neglect or oversimplify these interactions because they are difficult to model and solve, which can…
This paper considers a time-varying game with $N$ players. Every time slot, players observe their own random events and then take a control action. The events and control actions affect the individual utilities earned by each player. The…
We consider a dynamic game with asymmetric information where each player observes privately a noisy version of a (hidden) state of the world V, resulting in dependent private observations. We study structured perfect Bayesian equilibria…
In stochastic games with incomplete information, the uncertainty is evoked by the lack of knowledge about a player's own and the other players' types, i.e. the utility function and the policy space, and also the inherent stochasticity of…