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In general, to draw robust conclusions from a dataset, all the analyzed population must be represented on said dataset. Having a dataset that does not fulfill this condition normally leads to selection bias. Additionally, graphs have been…
Behavior Trees are a task switching policy representation that can grant reactiveness and fault tolerance. Moreover, because of their structure and modularity, a variety of methods can be used to generate them automatically. In this short…
Decision trees and randomized forests are widely used in computer vision and machine learning. Standard algorithms for decision tree induction optimize the split functions one node at a time according to some splitting criteria. This greedy…
Network congestion games are a well-understood model of multi-agent strategic interactions. Despite their ubiquitous applications, it is not clear whether it is possible to design information structures to ameliorate the overall experience…
We consider monotonicity problems for graph searching games. Variants of these games - defined by the type of moves allowed for the players - have been found to be closely connected to graph decompositions and associated width measures such…
In two-player finite-state stochastic games of partial observation on graphs, in every state of the graph, the players simultaneously choose an action, and their joint actions determine a probability distribution over the successor states.…
We prove a theorem computing the number of solutions to a system of equations which is generic subject to the sparsity conditions embodied in a graph. We apply this theorem to games obeying graphical models and to extensive-form games. We…
One of the reasons why stochastic dynamic games with an underlying dynamic system are challenging is since strategic players have access to enormous amount of information which leads to the use of extremely complex strategies at…
We introduce two-player games which build words over infinite alphabets, and we study the problem of checking the existence of winning strategies. These games are played by two players, who take turns in choosing valuations for variables…
The decision tree recursively partitions the input space into regions and derives axis-aligned decision boundaries from data. Despite its simplicity and interpretability, decision trees lack parameterized representation, which makes it…
We introduce Game networks (G nets), a novel representation for multi-agent decision problems. Compared to other game-theoretic representations, such as strategic or extensive forms, G nets are more structured and more compact; more…
Embeddings of graphs into distributions of trees that preserve distances in expectation are a cornerstone of many optimization algorithms. Unfortunately, online or dynamic algorithms which use these embeddings seem inherently randomized and…
Rosenthal (1973) introduced the class of congestion games and proved that they always possess a Nash equilibrium in pure strategies. Fotakis et al. (2005) introduce the notion of a greedy strategy tuple, where players sequentially and…
Infinite games with imperfect information are known to be undecidable unless the information flow is severely restricted. One fundamental decidable case occurs when there is a total ordering among players, such that each player has access…
We present an axiomatic framework for analyzing the algorithmic properties of decision trees. This framework supports the classification of decision tree problems through structural and ancestral constraints within a rigorous mathematical…
In the game-theoretic approach to controller synthesis, we model the interaction between a system to be controlled and its environment as a game between these entities, and we seek an appropriate (e.g., winning or optimal) strategy for the…
Solving parity games is a major building block for numerous applications in reactive program verification and synthesis. While they can be solved efficiently in practice, no known approach has a polynomial worst-case runtime complexity. We…
This abstract proposes an approach towards goal-oriented modeling of the detection and modeling complex social phenomena in multiparty discourse in an online political strategy game. We developed a two-tier approach that first encodes…
We compare games under delayed control and delay games, two types of infinite games modelling asynchronicity in reactive synthesis. In games under delayed control both players suffer from partial informedness due to symmetrically delayed…
We introduce a search game for two players played on a "scenario" consisting of a ground set together with a collection of feasible partitions. This general setting allows us to obtain new characterisations of many width parameters such as…