Related papers: Behavioral Equivalence of Extensive Game Structure…
We present a new strategic logic NCHATL that allows for reasoning about norm compliance on concurrent game structures that satisfy anonymity. We represent such game structures compactly, avoiding models that have exponential size in the…
Traditional evolutionary game theory describes how certain strategy spreads throughout the system where individual player imitates the most successful strategy among its neighborhood. Accordingly, player doesn't have own authority to change…
We study variants of regular infinite games where the strict alternation of moves between the two players is subject to modifications. The second player may postpone a move for a finite number of steps, or, in other words, exploit in his…
We present new data structures for representing symmetric normal-form games. These data structures are optimized for efficiently computing the expected utility of each unilateral pure-strategy deviation from a symmetric mixed-strategy…
Combinatorial games are two-player games of pure strategy where the players, usually called Left and Right, move alternately. In this paper, we introduce Cheating Robot games. These arise from simultaneous-play combinatorial games where one…
Extensive games are tools largely used in economics to describe decision processes ofa community of agents. In this paper we propose a formal presentation based on theproof assistant COQ which focuses mostly on infinite extensive games and…
We consider two-player stochastic games played on a finite state space for an infinite number of rounds. The games are concurrent: in each round, the two players (player 1 and player 2) choose their moves independently and simultaneously;…
We propose a simple model of network co-evolution in a game-dynamical system of interacting agents that play repeated games with their neighbors, and adapt their behaviors and network links based on the outcome of those games. The…
We investigate a game-theoretic model of a social system where both the rules of the game and the interaction structure are shaped by the behavior of the agents. We call this type of model, with several types of feedback couplings from the…
Probabilistic concurrent/distributed strategies have so far not been investigated thoroughly in the context of imperfect information, where the Player has only partial knowledge of the moves made by the Opponent. In a situation where the…
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…
Geuvers and Jacobs (LMCS 2021) formulated the notion of apartness relation on state-based systems modelled as coalgebras. In this context apartness is formally dual to bisimilarity, and gives an explicit proof system for showing that…
Hyperproperties generalize traditional trace properties by relating multiple execution traces rather than reasoning about individual runs in isolation. They provide a unified way to express important requirements such as information flow…
Game theory provides a well-established framework for the analysis of concurrent and multi-agent systems. The basic idea is that concurrent processes (agents) can be understood as corresponding to players in a game; plays represent the…
In an iterated game between two players, there is much interest in characterizing the set of feasible payoffs for both players when one player uses a fixed strategy and the other player is free to switch. Such characterizations have led to…
We present a novel algorithm for game-theoretic trajectory planning, tailored for settings in which agents can only observe one another in specific regions of the state space. Such problems arise naturally in the context of multi-robot…
We formally establish the equivalence between Observation Delay (OD) and Action Delay (AD) in cooperative partially observable multi-agent systems using observation-action histories. We show that both systems generate identical admissible…
A mediator is a mechanism that can only suggest actions to players, as a function of all agents' reported types, in a given game of incomplete information. We study what is achievable by two kinds of mediators, "strong" and "weak." Players…
Experiments on the ultimatum game have revealed that humans are remarkably fond of fair play. When asked to share an amount of money, unfair offers are rare and their acceptance rate small. While empathy and spatiality may lead to the…
Recent advancements in deep reinforcement learning have brought forth an impressive display of highly skilled artificial agents capable of complex intelligent behavior. In video games, these artificial agents are increasingly deployed as…