Related papers: Value Functions for Depth-Limited Solving in Zero-…
We investigate the increasingly important and common game-solving setting where we do not have an explicit description of the game but only oracle access to it through gameplay, such as in financial or military simulations and computer…
This paper develops an algorithm for upper- and lower-bounding the value function for a class of linear time-varying games subject to convex control sets. In particular, a two-player zero-sum differential game is considered where the…
Mechanism design is essentially reverse engineering of games and involves inducing a game among strategic agents in a way that the induced game satisfies a set of desired properties in an equilibrium of the game. Desirable properties for a…
Vision-language models (VLMs) have shown impressive capabilities in perceptual tasks, yet they degrade in complex multi-hop reasoning under multiplayer game settings with imperfect and deceptive information. In this paper, we study a…
In deep Reinforcement Learning (RL), value functions are typically approximated using deep neural networks and trained via mean squared error regression objectives to fit the true value functions. Recent research has proposed an alternative…
We study security threats to Markov games due to information asymmetry and misinformation. We consider an attacker player who can spread misinformation about its reward function to influence the robust victim player's behavior. Given a…
We address the problem of solving parity games with imperfect information on finite graphs of bounded structural complexity. It is a major open problem whether parity games with perfect information can be solved in PTIME. Restricting the…
Zero-determinant strategies are a class of strategies in repeated games which unilaterally control payoffs. Zero-determinant strategies have attracted much attention in studies of social dilemma, particularly in the context of evolution of…
We study two-player inclusion games played over word-generating higher-order recursion schemes. While inclusion checks are known to capture verification problems, two-player games generalize this relationship to program synthesis. In such…
Deep reinforcement learning (RL) has achieved outstanding results in recent years, which has led a dramatic increase in the number of methods and applications. Recent works are exploring learning beyond single-agent scenarios and…
We define a class of zero-sum games with combinatorial structure, where the best response problem of one player is to maximize a submodular function. For example, this class includes security games played on networks, as well as the problem…
The game-theoretic notion of the semivalue offers a popular framework for credit attribution and data valuation in machine learning. Semivalues have been proposed for a variety of high-stakes decisions involving data, such as determining…
Games have a long history as benchmarks for progress in artificial intelligence. Approaches using search and learning produced strong performance across many perfect information games, and approaches using game-theoretic reasoning and…
Measuring and promoting policy diversity is critical for solving games with strong non-transitive dynamics where strategic cycles exist, and there is no consistent winner (e.g., Rock-Paper-Scissors). With that in mind, maintaining a pool of…
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…
Strong solving of perfect-information games certifies optimal play from every reachable position, but the required state-space coverage is often prohibitive. Weak solving is far cheaper, yet it certifies correctness only at the initial…
This paper introduces alignment games, a new class of zero-sum games modeling strategic interventions where effectiveness depends on alignment with an underlying hidden state. Motivated by operational problems in medical diagnostics,…
Imperfect-information multiplayer games test whether agents can act under hidden information, sparse rewards, and non-stationary opponents. We study these challenges in Big 2, a four-player imperfect-information card game. We develop a…
Data depth is a concept in multivariate statistics that measures the centrality of a point in a given data cloud in $\IR^d$. If the depth of a point can be represented as the minimum of the depths with respect to all one-dimensional…
Definable zero-sum stochastic games involve a finite number of states and action sets, reward and transition functions that are definable in an o-minimal structure. Prominent examples of such games are finite, semi-algebraic or globally…