Related papers: Playing with Repetitions in Data Words Using Energ…
Games on recursive game graphs can be used to reason about the control flow of sequential programs with recursion. In games over recursive game graphs, the most natural notion of strategy is the modular strategy, i.e., a strategy that is…
Coding theory revolves around the incorporation of redundancy into transmitted symbols, computation tasks, and stored data to guard against adversarial manipulation. However, error correction in coding theory is contingent upon a strict…
Motivated by the success of domination games and by a variation of the coloring game called the indicated coloring game, we introduce a version of domination games called the indicated domination game. It is played on an arbitrary graph $G$…
In this paper, we study algorithms for special cases of energy games, a class of turn-based games on graphs that show up in the quantitative analysis of reactive systems. In an energy game, the vertices of a weighted directed graph belong…
Repeated games have provided an explanation how mutual cooperation can be achieved even if defection is more favorable in a one-shot game in prisoner's dilemma situation. Recently found zero-determinant strategies have substantially been…
A data word is a sequence of pairs of a letter from a finite alphabet and an element from an infinite set, where the latter can only be compared for equality. Safety one-way alternating automata with one register on infinite data words are…
Game semantics aim at describing the interactive behaviour of proofs by interpreting formulas as games on which proofs induce strategies. In this article, we introduce a game semantics for a fragment of first order propositional logic. One…
We look at substructural calculi from a game semantic point of view, guided by certain intuitions about resource conscious and, more specifically, cost conscious reasoning. To this aim, we start with a game, where player I defends a claim…
We study two-player \emph{take-away} games whose outcomes emulate two-state one-dimensional cellular automata, such as Wolfram's rules 60 and 110. Given an initial string consisting of a central data pattern and periodic left and right…
We consider the permutation analogue of Penney's game for words. Two players, in order, each choose a permutation of length $k\ge3$; then a sequence of independent random values from a continuous distribution is generated, until the…
We consider a number of questions related to tradeoffs between reward and regret in repeated gameplay between two agents. To facilitate this, we introduce a notion of $\textit{generalized equilibrium}$ which allows for asymmetric regret…
We consider graph games of infinite duration with winning conditions in parameterized linear temporal logic, where the temporal operators are equipped with variables for time bounds. In model checking such specifications were introduced as…
Hirschfeldt and Jockusch (2016) introduced a two-player game in which winning strategies for one or the other player precisely correspond to implications and non-implications between $\Pi^1_2$ principles over $\omega$-models of…
Bertrand et al. [1] (LMCS 2019) describe two-player zero-sum games in which one player tries to achieve a reachability objective in $n$ games (on the same finite arena) simultaneously by broadcasting actions, and where the opponent has full…
We introduce consumption games, a model for discrete interactive system with multiple resources that are consumed or reloaded independently. More precisely, a consumption game is a finite-state graph where each transition is labeled by a…
In repeated-game applications where both the collusive and non-collusive outcomes can be supported as equilibria, researchers must resolve underlying selection questions if theory will be used to understand counterfactual policies. One…
We investigate certain word-construction games with variable turn orders. In these games, Alice and Bob take turns on choosing consecutive letters of a word of fixed length, with Alice winning if the result lies in a predetermined target…
Two-player quantitative zero-sum games provide a natural framework to synthesize controllers with performance guarantees for reactive systems within an uncontrollable environment. Classical settings include mean-payoff games, where the…
We consider perfect-information reachability stochastic games for 2 players on infinite graphs. We identify a subclass of such games, and prove two interesting properties of it: first, Player Max always has optimal strategies in games from…
In this work, we presented a study regarding two important aspects of evolving feature-based game evaluation functions: the choice of genome representation and the choice of opponent used to test the model. We compared three…