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The number of quantifiers needed to express first-order properties is captured by two-player combinatorial games called multi-structural (MS) games. We play these games on linear orders and strings, and introduce a technique we call…
The ability to learn optimal control policies in systems where action space is defined by sentences in natural language would allow many interesting real-world applications such as automatic optimisation of dialogue systems. Text-based…
Text-based games simulate worlds and interact with players using natural language. Recent work has used them as a testbed for autonomous language-understanding agents, with the motivation being that understanding the meanings of words or…
Acquiring your first language is an incredible feat and not easily duplicated. Learning to communicate using nothing but a few pictureless books, a corpus, would likely be impossible even for humans. Nevertheless, this is the dominating…
Two-player zero-sum "graph games" are a central model, which proceeds as follows. A token is placed on a vertex of a graph, and the two players move it to produce an infinite "play", which determines the winner or payoff of the game.…
We propose a new General Game Playing (GGP) system called Regular Games (RG). The main goal of RG is to be both computationally efficient and convenient for game design. The system consists of several languages. The core component is a…
The Maker-Maker convention of positional games is played on a hypergraph whose edges are interpreted as winning sets. Two players take turns picking a previously unpicked vertex, aiming at being first to pick all the vertices of some edge.…
We study a wireless jamming problem consisting of the competition between a legitimate receiver and a jammer, as a zero-sum game where the value to maximize/minimize is the channel capacity at the receiver's side. Most of the approaches…
People can evaluate features of problems and their potential solutions well before we can effectively solve them. When considering a game we have never played, for instance, we might infer whether it is likely to be challenging, fair, or…
Local simultaneous state discrimination (LSSD) is a recently introduced problem in quantum information processing. Its classical version is a non-local game played by non-communicating players against a referee. Based on a known probability…
Text-based games present a unique class of sequential decision making problem in which agents interact with a partially observable, simulated environment via actions and observations conveyed through natural language. Such observations…
We consider the following card guessing game with no feedback. An ordered deck of n cards labeled 1 up to n is riffle-shuffled exactly one time. Then, the goal of the game is to maximize the number of correct guesses of the cards. One after…
We study a class of two-player repeated games with incomplete information and informational externalities. In these games, two states are chosen at the outset, and players get private information on the pair, before engaging in repeated…
Lewis signaling games are a class of simple communication games for simulating the emergence of language. In these games, two agents must agree on a communication protocol in order to solve a cooperative task. Previous work has shown that…
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…
Learning from repeated play in a fixed two-player zero-sum game is a classic problem in game theory and online learning. We consider a variant of this problem where the game payoff matrix changes over time, possibly in an adversarial…
We consider two games between two players Ann and Ben who build a word together by adding alternatively a letter at the end of the shared word. In the nonrepetitive game, Ben wins the game if he can create a square of length at least $4$,…
Strategic deception is an act of manipulating the opponent's perception to gain strategic advantages. In this paper, we study synthesis of deceptive winning strategies in two-player turn-based zero-sum reachability games on graphs with…
This paper investigates the discrete-time asynchronous games in which noncooperative agents seek to minimize their individual cost functions. Building on the assumption of partial asynchronism, i.e., each agent updates at least once within…
We are interested in the convergence of the value of n-stage games as n goes to infinity and the existence of the uniform value in stochastic games with a general set of states and finite sets of actions where the transition is commutative.…