Related papers: Translating Asynchronous Games for Distributed Syn…
We establish the existence and uniqueness of distributed equilibria to possibly nonsymmetric $N$ player differential games with interactions through controls under displacement semimonotonicity assumptions. Surprisingly, the nonseparable…
We study a game for recognising formal languages, in which two players with imperfect information need to coordinate on a common decision, given private input words correlated by a finite graph. The players have a joint objective to avoid…
We study the problem of determining whether a given temporal specification can be implemented by a symmetric system, i.e., a system composed from identical components. Symmetry is an important goal in the design of distributed systems,…
In this work, we ask the following question: Can visual analogies, learned in an unsupervised way, be used in order to transfer knowledge between pairs of games and even play one game using an agent trained for another game? We attempt to…
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…
Asynchronous programming is a ubiquitous systems programming idiom to manage concurrent interactions with the environment. In this style, instead of waiting for time-consuming operations to complete, the programmer makes a non-blocking call…
We consider a class of Nash games, termed as aggregative games, being played over a networked system. In an aggregative game, a player's objective is a function of the aggregate of all the players' decisions. Every player maintains an…
We introduce a formalism modelling communication of distributed agents strictly in continuous-time. Within this framework, we study the problem of synthesising local strategies for individual agents such that a specified set of goal states…
We introduce a new class of non-local games, and corresponding densities, which we call bisynchronous. Bisynchronous games are a subclass of synchronous games and exhibit many interesting symmetries when the algebra of the game is…
We consider the problem of distributing a centralised transition system to a set of asynchronous agents recognising the same language. Existing solutions are either manual or involve a huge explosion in the number of states from the…
In this paper, we study proximal type dynamics in the context of noncooperative multi-agent network games. These dynamics arise in different applications, since they describe distributed decision making in multi-agent networks, e.g., in…
Causal reasoning and game-theoretic reasoning are fundamental topics in artificial intelligence, among many other disciplines: this paper is concerned with their intersection. Despite their importance, a formal framework that supports both…
Deterministic game-solving algorithms are conventionally analyzed in the light of their average-case complexity against a distribution of random game-trees, where leaf values are independently sampled from a fixed distribution. This…
Many advancements have been made in procedural content generation for games, and with mixed-initiative co-creativity, have the potential for great benefits to human designers. However, co-creative systems for game generation are typically…
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…
Two-player games on finite graphs provide a rigorous foundation for modeling the strategic interaction between reactive systems and their environment. While concurrent game semantics naturally capture the synchronous interactions…
We present a (semi)-algorithm to compute winning strategies for parametric timed games. Previous algorithms only synthesized constraints on the clock parameters for which the game is winning. A new definition of (winning) strategies is…
We study a generalisation of B\"uchi-Landweber games to the timed setting. The winning condition is specified by a non-deterministic timed automaton, and one of the players can elapse time. We perform a systematic study of synthesis…
Recent work in deep reinforcement learning has allowed algorithms to learn complex tasks such as Atari 2600 games just from the reward provided by the game, but these algorithms presently require millions of training steps in order to…
In this work, we propose an abstraction and refinement methodology for the controller synthesis of discrete-time stochastic systems to enforce complex logical properties expressed by deterministic finite automata (a.k.a. DFA). Our proposed…