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We define a model of advised computation by finite automata where the advice is provided on a separate tape. We consider several variants of the model where the advice is deterministic or randomized, the input tape head is allowed…
We characterize complete deterministic finite automata with two input letters in which every non-empty set of states occurs as the image of the whole state set under the action of a suitable input word. The characterization leads to a…
In games with a large number of players where players may have overlapping objectives, the analysis of stable outcomes typically depends on player types. A special case is when a large part of the player population consists of imitation…
A large body of research is currently investigating on the connection between machine learning and game theory. In this work, game theory notions are injected into a preference learning framework. Specifically, a preference learning problem…
We prove two determinacy and decidability results about two-players stochastic reachability games with partial observation on both sides and finitely many states, signals and actions.
Mean Field Game systems describe equilibrium configurations in differential games with infinitely many infinitesimal interacting agents. We introduce a learning procedure (similar to the Fictitious Play) for these games and show its…
We prove that in a general zero-sum repeated game where the first player is more informed than the second player and controls the evolution of information on the state, the uniform value exists. This result extends previous results on…
We consider multi-player graph games with partial-observation and parity objective. While the decision problem for three-player games with a coalition of the first and second players against the third player is undecidable, we present a…
We consider two-player games played over finite state spaces for an infinite number of rounds. At each state, the players simultaneously choose moves; the moves determine a successor state. It is often advantageous for players to choose…
Tasks that require information about the world imply a trade-off between the time spent on observation and the variance of the response. In particular, fast decisions need to rely on uncertain information. However, standard estimates of…
The call-by-value language RML may be viewed as a canonical restriction of Standard ML to ground-type references, augmented by a "bad variable" construct in the sense of Reynolds. We consider the fragment of (finitary) RML terms of order at…
We study linear-quadratic games of incomplete information with Gaussian uncertainty, where each player's payoff depends on a privately observed type and a common state. The designer observes the state, elicits types, and sells action…
This paper formally models the strategic repeated interactions between a system, comprising of a machine learning (ML) model and associated explanation method, and an end-user who is seeking a prediction/label and its explanation for a…
We investigate indeterminism in physical observations. For this, we introduce a distinction between genuinely indeterministic (creation-1 and discovery-1) observational processes, and fully deterministic (creation-2 and discovery-2)…
We develop a minimal, timeless game-theoretic representation of the mass-geometry relation. An "Object" (mass) and "Space" (geometry) choose strategies in a static normal-form game; utilities encode stability as mutual consistency rather…
As an information-flow privacy property, opacity characterizes whether a malicious external observer (referred to as an intruder) is able to infer the secret behavior of a system. This paper addresses the problem of opacity enforcement…
In this paper we introduce the inaccessible game, an information-theoretic dynamical system constructed from four axioms. The first three axioms are known and define \emph{information loss} in the system. The fourth is a novel…
In this paper we investigate lossy channel games under incomplete information, where two players operate on a finite set of unbounded FIFO channels and one player, representing a system component under consideration operates under…
This paper studies a large class of two-player perfect-information turn-based parity games on infinite graphs, namely those generated by collapsible pushdown automata. The main motivation for studying these games comes from the connections…
We introduce an extension of Strategy Logic for the imperfect-information setting, called SLii, and study its model-checking problem. As this logic naturally captures multi-player games with imperfect information, the problem turns out to…