Related papers: Two-player incentive compatible outcome functions …
We introduce extremal affine surface areas in a functional setting. We show their main properties. Among them are linear invariance, isoperimetric inequalities and monotonicity properties. We establish a new duality formula, which shows…
In applied game theory the motivation of players is a key element. It is encoded in the payoffs of the game form and often based on utility functions. But there are cases were formal descriptions in the form of a utility function do not…
This paper studies allocation mechanisms in max-flow games with players' capacities as private information. We first show that no core-selection mechanism is truthful: there may exist a player whose payoff increases if she under-reports her…
A multidimensional optimization problem is formulated in the tropical mathematics setting as to maximize a nonlinear objective function, which is defined through a multiplicative conjugate transposition operator on vectors in a…
Learning algorithms are often used to make decisions in sequential decision-making environments. In multi-agent settings, the decisions of each agent can affect the utilities/losses of the other agents. Therefore, if an agent is good at…
We study the mechanism design problem of allocating a set of indivisible items without monetary transfers. Despite the vast literature on this very standard model, it still remains unclear how do truthful mechanisms look like. We focus on…
An affine model of computation is defined as a subset of iterated immediate-snapshot runs, capturing a wide variety of shared-memory systems, such as wait-freedom, t-resilience, k-concurrency, and fair shared-memory adversaries. The…
We propose a game-theoretic framework that incorporates both incomplete information and general ambiguity attitudes on factors external to all players. Our starting point is players' preferences on payoff-distribution vectors, essentially…
A mediator is a mechanism that can only suggest actions to players, as a function of all agents' reported types, in a given game of incomplete information. We study what is achievable by two kinds of mediators, "strong" and "weak." Players…
Consider a multiplayer game, and assume a system level objective function, which the system wants to optimize, is given. This paper aims at accomplishing this goal via potential game theory when players can only get part of other players'…
In this paper we address a practical aspect of differential barrier penalty functions in linear programming. In this respect we propose an affine scaling interior point algorithm based on a large classe of differential barrier functions.…
Markov games model interactions among multiple players in a stochastic, dynamic environment. Each player in a Markov game maximizes its expected total discounted reward, which depends upon the policies of the other players. We formulate a…
In this work, we consider classification of agents who can both game and improve. For example, people wishing to get a loan may be able to take some actions that increase their perceived credit-worthiness and others that also increase their…
Unlike Poker where the action space $\mathcal{A}$ is discrete, differential games in the physical world often have continuous action spaces not amenable to discrete abstraction, rendering no-regret algorithms with…
Peer-To-Peer (P2P) networks are self-organizing, distributed systems, with no centralized authority or infrastructure. Because of the voluntary participation, the availability of resources in a P2P system can be highly variable and…
Cooperative 2-matching games are a generalization of cooperative matching games, where the value function is given by maximum-weight b-matchings, for a vertex capacity vector $b \leq 2$. We show how to separate over the core of 2-matching…
We study contests where the designer's objective is an extension of the widely studied objective of maximizing the total output: The designer gets zero marginal utility from a player's output if the output of the player is very low or very…
Selection in a time-periodic environment is modeled via the two-player replicator dynamics. For sufficiently fast environmental changes, this is reduced to a multi-player replicator dynamics in a constant environment. The two-player terms…
In this paper, we study one-player and two-player energy mean-payoff games. Energy mean-payoff games are games of infinite duration played on a finite graph with edges labeled by 2-dimensional weight vectors. The objective of the first…
We determine those maps between affine or projective spaces that are linear in the abstract sense of transforming collinear points into collinear points and whose restriction to any line is constant or injective. Our results are extensions…