Related papers: Similarity Measures based on Local Game Trees
In many situations, the choice of an adequate similarity measure or metric on the feature space dramatically determines the performance of machine learning methods. Building automatically such measures is the specific purpose of…
Traces form a coarse notion of semantic equivalence between states of a process, and have been studied coalgebraically for various types of system. We instantiate the finitary coalgebraic trace semantics framework of Hasuo et al. for…
Attack--defense trees are used to describe security weaknesses of a system and possible countermeasures. In this paper, the connection between attack--defense trees and game theory is made explicit. We show that attack--defense trees and…
Defining and measuring decision-making styles, also known as playstyles, is crucial in gaming, where these styles reflect a broad spectrum of individuality and diversity. However, finding a universally applicable measure for these styles…
Artificial intelligence and robotic competitions are accompanied by a class of game paradigms in which each player privately commits a strategy to a game system which simulates the game using the collected joint strategy and then returns…
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…
Strategic interactions can be represented more concisely, and analyzed and solved more efficiently, if we are aware of the symmetries within the multiagent system. Symmetries also have conceptual implications, for example for equilibrium…
There has been substantial progress on finding game-theoretic equilibria. Most of that work has focused on games with finite, discrete action spaces. However, many games involving space, time, money, and other fine-grained quantities have…
We study a class of stochastic dynamic games that exhibit strategic complementarities between players; formally, in the games we consider, the payoff of a player has increasing differences between her own state and the empirical…
We compare four different `game-spaces' in terms of their usefulness in characterising multi-player tabletop games, with a particular interest in any underlying change to a game's characteristics as the number of players changes. In each…
Two-player complete-information game trees are perhaps the simplest possible setting for studying general-sum games and the computational problem of finding equilibria. These games admit a simple bottom-up algorithm for finding subgame…
We study Monte Carlo tree search (MCTS) in zero-sum extensive-form games with perfect information and simultaneous moves. We present a general template of MCTS algorithms for these games, which can be instantiated by various selection…
We propose fully-distributed algorithms for Nash equilibrium seeking in aggregative games over networks. We first consider the case where local constraints are present and we design an algorithm combining, for each agent, (i) the projected…
We here study the Battle of the Sexes game, a textbook case of asymmetric games, on small networks. Due to the conflicting preferences of the players, analytical approaches are scarce and most often update strategies are employed in…
We propose InfoChess, a symmetric adversarial game that elevates competitive information acquisition to the primary objective. There is no piece capture, removing material incentives that would otherwise confound the role of information.…
We describe a preliminary investigation into learning a Chess player's style from game records. The method is based on attempting to learn features of a player's individual evaluation function using the method of temporal differences, with…
We present an information-theoretic framework to learn fixed-dimensional embeddings for tasks in reinforcement learning. We leverage the idea that two tasks are similar if observing an agent's performance on one task reduces our uncertainty…
The game of Chinese Checkers is a challenging traditional board game of perfect information that differs from other traditional games in two main aspects: first, unlike Chess, all checkers remain indefinitely in the game and hence the…
We present a unified framework for characterizing local Nash equilibria in continuous games on either infinite-dimensional or finite-dimensional non-convex strategy spaces. We provide intrinsic necessary and sufficient first- and…
Synchronous linear constraint system games are nonlocal games that verify whether or not two players share a solution to a given system of equations. Two algebraic objects associated to these games encode information about the existence of…