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Decision tree learning is a popular classification technique most commonly used in machine learning applications. Recent work has shown that decision trees can be used to represent provably-correct controllers concisely. Compared to…
Most approaches to the synthesis of reactive systems study the problem in terms of a two-player game with complete observation. In many applications, however, the system's environment consists of several distinct entities, and the system…
Public goods games represent insightful settings for studying incentives for individual agents to make contributions that, while costly for each of them, benefit the wider society. In this work, we adopt the perspective of a central planner…
Integrated interpretability without sacrificing the prediction accuracy of decision making algorithms has the potential of greatly improving their value to the user. Instead of assigning a label to an image directly, we propose to learn…
Decoding strategies play a pivotal role in text generation for modern language models, yet a puzzling gap divides theory and practice. Surprisingly, strategies that should intuitively be optimal, such as Maximum a Posteriori (MAP), often…
In this paper we analyse two-player games by their response graphs. The response graph has nodes which are strategy profiles, with an arc between profiles if they differ in the strategy of a single player, with the direction of the arc…
Understanding the decisions of tree-based ensembles and their relationships is pivotal for machine learning model interpretation. Recent attempts to mitigate the human-in-the-loop interpretation challenge have explored the extraction of the…
Games on graphs provide a natural and powerful model for reactive systems. In this paper, we consider generalized reachability objectives, defined as conjunctions of reachability objectives. We first prove that deciding the winner in such…
Various modifications of decision trees have been extensively used during the past years due to their high efficiency and interpretability. Tree node splitting based on relevant feature selection is a key step of decision tree learning, at…
Behavior trees (BTs) emerged from video game development as a graphical language for modeling intelligent agent behavior. However as initially implemented, behavior trees are static plans. This paper adds to recent literature exploring the…
Behavior Trees (BTs) are becoming a popular tool to model the behaviors of autonomous agents in the computer game and the robotics industry. One of the key advantages of BTs lies in their composability, where complex behaviors can be built…
We consider multi-player games played on graphs, in which the players aim at fulfilling their own (not necessarily antagonistic) objectives. In the spirit of evolutionary game theory, we suppose that the players have the right to repeatedly…
In this work we address a game theoretic variant of the shortest path problem, in which two decision makers (players) move together along the edges of a graph from a given starting vertex to a given destination. The two players take turns…
Dimensionality reduction techniques map data represented on higher dimensions onto lower dimensions with varying degrees of information loss. Graph dimensionality reduction techniques adopt the same principle of providing latent…
Two-player graph games have found numerous applications, most notably in the synthesis of reactive systems from temporal specifications, but also in verification. The relevance of infinite-state systems in these areas has lead to…
We consider two-player games played in real time on game structures with clocks where the objectives of players are described using parity conditions. The games are \emph{concurrent} in that at each turn, both players independently propose…
In two-player zero-sum stochastic games, where two competing players make decisions under uncertainty, a pair of optimal strategies is traditionally described by Nash equilibrium and computed under the assumption that the players have…
We address the problem of solving parity games with imperfect information on finite graphs of bounded structural complexity. It is a major open problem whether parity games with perfect information can be solved in PTIME. Restricting the…
When reasoning about the strategic capabilities of an agent, it is important to consider the nature of its adversaries. In the particular context of controller synthesis for quantitative specifications, the usual problem is to devise a…
In recent years, there has been a growing interest in games on graphs within the research community, fueled by their relevance in applications such as economics, politics, and epidemiology. This paper aims to comprehensively detail the…