Related papers: Similarity Measures based on Local Game Trees
Game-theoretic characterizations of process equivalences traditionally form a central topic in concurrency; for example, most equivalences on the classical linear-time / branching-time spectrum come with such characterizations. Recent work…
The goal of agents in multi-agent environments is to maximize total reward against the opposing agents that are encountered. Following a game-theoretic solution concept, such as Nash equilibrium, may obtain a strong performance in some…
We propose an adaptive incentive mechanism that learns the optimal incentives in environments where players continuously update their strategies. Our mechanism updates incentives based on each player's externality, defined as the difference…
We construct subgame-perfect equilibria with mixed strategies for symmetric stochastic timing games with arbitrary strategic incentives. The strategies are qualitatively different for local first- or second-mover advantages, which we…
Hundreds of years after its creation, the game of chess is still widely played worldwide. Opening Theory is one of the pillars of chess and requires years of study to be mastered. Here we exploit the "wisdom of the crowd" in an online chess…
Game semantics provides an interactive point of view on proofs, which enables one to describe precisely their dynamical behavior during cut elimination, by considering formulas as games on which proofs induce strategies. We are specifically…
We define a new concept of "mistake" strategies and actions for strategic-form and extensive-form games, analyze the relationship to prior main game-theoretic solution concepts, study algorithms for computation, and explore practicality.…
In trick-taking card games, a two-step process of state sampling and evaluation is widely used to approximate move values. While the evaluation component is vital, the accuracy of move value estimates is also fundamentally linked to how…
Attack trees are a popular way to represent and evaluate potential security threats on systems or infrastructures. The goal of this work is to provide a framework allowing to express and check whether an attack tree is consistent with the…
Network games provide a natural machinery to compactly represent strategic interactions among agents whose payoffs exhibit sparsity in their dependence on the actions of others. Besides encoding interaction sparsity, however, real networks…
Algorithmic content targeting homogenizes information, with implications for strategic interactions. For example, this increased homogenization was arguably responsible for the run on the Silicon Valley Bank. We argue that existing measures…
We analyze a cooperative game, where the cooperative act is not based on the previous behaviour of the co-player, but on the similarity between the players. This system has been studied in a mean-field description recently [A. Traulsen and…
Strategic interactions between a group of individuals or organisations can be modelled as games played on networks, where a player's payoff depends not only on their actions but also on those of their neighbours. Inferring the network…
In this paper we present a novel generic mapping between Graphical Games and Markov Random Fields so that pure Nash equilibria in the former can be found by statistical inference on the latter. Thus, the problem of deciding whether a…
We consider methods for quantifying the similarity of vertices in networks. We propose a measure of similarity based on the concept that two vertices are similar if their immediate neighbors in the network are themselves similar. This leads…
When modeling robot interactions as Nash equilibrium problems, it is desirable to place coupled constraints which restrict these interactions to be safe and acceptable (for instance, to avoid collisions). Such games are continuous with…
We consider potential games with mixed-integer variables, for which we propose two distributed, proximal-like equilibrium seeking algorithms. Specifically, we focus on two scenarios: i) the underlying game is generalized ordinal and the…
We present solutions to a continuous patrolling game played on network. In this zero-sum game, an Attacker chooses a time and place to attack a network for a fixed amount of time. A Patroller patrols the network with the aim of intercepting…
In many real-world settings agents engage in strategic interactions with multiple opposing agents who can employ a wide variety of strategies. The standard approach for designing agents for such settings is to compute or approximate a…
Games, in their mathematical sense, are everywhere (game industries, economics, defense, education, chemistry, biology, ...).Search algorithms in games are artificial intelligence methods for playing such games. Unfortunately, there is no…