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Interrupt Timed Automata (ITA) is an expressive timed model, introduced to take into account interruptions, according to levels. Due to this feature, this formalism is incomparable with Timed Automata. However several decidability results…

Logic in Computer Science · Computer Science 2014-09-09 Béatrice Bérard , Serge Haddad , Aleksandra Jovanović , Didier Lime

We describe an algorithm for computing best response strategies in a class of two-player infinite games of incomplete information, defined by payoffs piecewise linear in agents' types and actions, conditional on linear comparisons of…

Computer Science and Game Theory · Computer Science 2012-07-19 Daniel Reeves , Michael P. Wellman

n infinite two-player zero-sum game with a Borel winning set, in which the opponent's actions are monitored eventually but not necessarily immediately after they are played, is determined. The proof relies on a representation of the game as…

Logic · Mathematics 2011-07-06 Eran Shmaya

This paper summarizes the fundamental expressiveness, closure, and decidability properties of various finite-state automata classes with multiple input tapes. It also includes an original algorithm for the intersection of one-way…

Formal Languages and Automata Theory · Computer Science 2013-12-02 Carlo A. Furia

Technology development efforts in autonomy and cyber-defense have been evolving independently of each other, over the past decade. In this paper, we report our ongoing effort to integrate these two presently distinct areas into a single…

Computer Science and Game Theory · Computer Science 2020-02-07 Mohamadreza Ahmadi , Arun A. Viswanathan , Michel D. Ingham , Kymie Tan , Aaron D. Ames

We propose a new framework for imitation learning -- treating imitation as a two-player ranking-based game between a policy and a reward. In this game, the reward agent learns to satisfy pairwise performance rankings between behaviors,…

Machine Learning · Computer Science 2023-01-18 Harshit Sikchi , Akanksha Saran , Wonjoon Goo , Scott Niekum

We characterize three interrelated concepts in epistemic game theory: permissibility, proper rationalizability, and iterated admissibility. We define the lexicographic epistemic model for a game with incomplete information. Based on it, we…

Theoretical Economics · Economics 2018-11-07 Shuige Liu

In this paper, we describe a novel approach to imitation learning that infers latent policies directly from state observations. We introduce a method that characterizes the causal effects of latent actions on observations while…

Machine Learning · Computer Science 2019-05-14 Ashley D. Edwards , Himanshu Sahni , Yannick Schroecker , Charles L. Isbell

Estimating discrete games of complete information is often computationally difficult due to partial identification and the absence of closed-form moment characterizations. This paper proposes computationally tractable approaches to…

Econometrics · Economics 2025-10-02 Paul S. Koh

In this paper, we address the problem of a two-player linear quadratic differential game with incomplete information, a scenario commonly encountered in multi-agent control, human-robot interaction (HRI), and approximation methods for…

Systems and Control · Electrical Eng. & Systems 2025-04-25 Seyed Yousef Soltanian , Wenlong Zhang

Mean-payoff games (MPGs) are infinite duration two-player zero-sum games played on weighted graphs. Under the hypothesis of perfect information, they admit memoryless optimal strategies for both players and can be solved in…

Logic in Computer Science · Computer Science 2015-04-14 Paul Hunter , Guillermo A. Pérez , Jean-François Raskin

Using the duality techniques introduced by De Meyer (1996a, 1996b), De Meyer and Marino (2005) provided optimal strategies for both players in finitely repeated games with incomplete information on two sides, in the independent case. In…

Optimization and Control · Mathematics 2021-06-09 Fabien Gensbittel , Miquel Oliu-Barton

Video game playing is an extremely structured domain where algorithmic decision-making can be tested without adverse real-world consequences. While prevailing methods rely on image inputs to avoid the problem of hand-crafting state space…

Machine Learning · Computer Science 2024-09-24 Abhishek Jaiswal , Nisheeth Srivastava

Reactive synthesis is a class of methods to construct a provably-correct control system, referred to as a robot, with respect to a temporal logic specification in the presence of a dynamic and uncontrollable environment. This is achieved by…

Formal Languages and Automata Theory · Computer Science 2020-04-24 Abhishek N. Kulkarni , Jie Fu

In computability theory and computable analysis, finite programs can compute infinite objects. Presenting a computable object via any program for it, provides at least as much information as presenting the object itself, written on an…

Logic in Computer Science · Computer Science 2014-09-25 Mathieu Hoyrup , Cristobal Rojas

We prove that the determinacy of Gale-Stewart games whose winning sets are infinitary rational relations accepted by 2-tape B\"uchi automata is equivalent to the determinacy of (effective) analytic Gale-Stewart games which is known to be a…

Logic in Computer Science · Computer Science 2013-12-16 Olivier Finkel

In this article, we present a new machine learning model by imitation based on the linguistic description of complex phenomena. The idea consists of, first, capturing the behaviour of human players by creating a computational perception…

Machine Learning · Computer Science 2021-01-08 Clemente Rubio-Manzano , Tomas Lermanda , CLaudia Martinez , Alejandra Segura , Christian Vidal

In this paper we investigate a game of optimal stopping with incomplete information. There are two players of which only one is informed about the precise structure of the game. Observing the informed player the uninformed player is given…

Optimization and Control · Mathematics 2012-07-11 Christine Grün

In this article, we study feature attributions of Machine Learning (ML) models originating from linear game values and coalitional values defined as operators on appropriate functional spaces. The main focus is on random games based on the…

Computer Science and Game Theory · Computer Science 2024-08-13 Alexey Miroshnikov , Konstandinos Kotsiopoulos , Khashayar Filom , Arjun Ravi Kannan

Hyperproperties generalize traditional trace properties by relating multiple execution traces rather than reasoning about individual runs in isolation. They provide a unified way to express important requirements such as information flow…

Logic in Computer Science · Computer Science 2025-10-07 Raven Beutner , Bernd Finkbeiner
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