Related papers: Dealing with imperfect information in Strategy Log…
We consider learning to play multiplayer imperfect-information games with simultaneous moves and large state-action spaces. Previous attempts to tackle such challenging games have largely focused on model-free learning methods, often…
In this article we analyze a partial-information Nash Q-learning algorithm for a general 2-player stochastic game. Partial information refers to the setting where a player does not know the strategy or the actions taken by the opposing…
We consider two-player games with imperfect information and the synthesis of a randomized strategy for one player that ensures the objective is satisfied almost-surely (i.e., with probability 1), regardless of the strategy of the other…
We investigate uniformity properties of strategies. These properties involve sets of plays in order to express useful constraints on strategies that are not \mu-calculus definable. Typically, we can state that a strategy is…
Many important properties of multi-agent systems refer to the participants' ability to achieve a given goal, or to prevent the system from an undesirable event. Among intelligent agents, the goals are often of epistemic nature, i.e.,…
Logics for resource-bounded agents have been getting more and more attention in recent years since they provide us with more realistic tools for modelling and reasoning about multi-agent systems. While many existing approaches are based on…
We introduce a temporal logic to reason on global applications in an asynchronous setting. First, we define the Distributed States Logic (DSL), a modal logic for localities that embeds the local theories of each component into a theory of…
Alternating-time temporal logic (ATL) allows to specify requirements on abilities that different agents should (or should not) possess in a multi-agent system. However, model checking ATL specifications in realistic systems is…
We define reachability games based on Dynamic Epistemic Logic (DEL), where the players' actions are finely described as DEL action models. We first consider the setting where an external controller with perfect information interacts with an…
Many complex scenarios require the coordination of agents possessing unique points of view and distinct semantic commitments. In response, standpoint logic (SL) was introduced in the context of knowledge integration, allowing one to reason…
We study the value and the optimal strategies for a two-player zero-sum optimal stopping game with incomplete and asymmetric information. In our Bayesian set-up, the drift of the underlying diffusion process is unknown to one player…
Conventional noncooperative game theory hypothesizes that the joint strategy of a set of players in a game must satisfy an "equilibrium concept". All other joint strategies are considered impossible; the only issue is what equilibrium…
This article aims to provide a unified and technical approach to semantic information, communication, and their interplay through the lens of probabilistic logic. To this end, on top of the existing technical communication (TC) layer, we…
Formal learning theory formalizes the process of inferring a general result from examples, as in the case of inferring grammars from sentences when learning a language. Although empirical evidence suggests that children can learn a language…
We lay out a model of games with imperfect information that features explicit communication actions, by which the entire observation history of a player is revealed to another player. Such full-information protocols are common in…
This paper studies the design of optimal proper scoring rules when the principal has partial knowledge of an agent's signal distribution. Recent work characterizes the proper scoring rules that maximize the increase of an agent's payoff…
We study teams of agents that play against Nature towards achieving a common objective. The agents are assumed to have imperfect information due to partial observability, and have no communication during the play of the game. We propose a…
We consider systems of rational agents who act and interact in pursuit of their individual and collective objectives. We study and formalise the reasoning of an agent, or of an external observer, about the expected choices of action of the…
This paper studies the synthesis of control policies for an agent that has to satisfy a temporal logic specification in a partially observable environment, in the presence of an adversary. The interaction of the agent (defender) with the…
Many important real-world settings contain multiple players interacting over an unknown duration with probabilistic state transitions, and are naturally modeled as stochastic games. Prior research on algorithms for stochastic games has…