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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.…
This paper introduces a simulation algorithm for evaluating the log-likelihood function of a large supermodular binary-action game. Covered examples include (certain types of) peer effect, technology adoption, strategic network formation,…
It is well known that in games with imperfect information, such as poker, bluffing with some probability can be a component of the optimal strategy. However, as far as we know, nobody has ever exhibited a Scrabble position in which the…
Two-player games on graphs provide the theoretical frame- work for many important problems such as reactive synthesis. While the traditional study of two-player zero-sum games has been extended to multi-player games with several notions of…
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…
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…
A large body of research is currently investigating on the connection between machine learning and game theory. In this work, game theory notions are injected into a preference learning framework. Specifically, a preference learning problem…
AI algorithms for imperfect-information games are typically compared using performance metrics on individual games, making it difficult to assess robustness across game choices. Card games are a natural domain for imperfect information due…
The AlphaZero algorithm for the learning of strategy games via self-play, which has produced superhuman ability in the games of Go, chess, and shogi, uses a quantitative reward function for game outcomes, requiring the users of the…
We consider the classic online problem of scheduling on a single machine to minimize total flow time. In STOC 2021, the concept of robustness to distortion in processing times was introduced: for every distortion factor $\mu$, an…
We consider a game-theoretic setting to model the interplay between attacker and defender in the context of information flow, and to reason about their optimal strategies. In contrast with standard game theory, in our games the utility of a…
This paper aims to solve the optimal strategy against a well-known adaptive algorithm, the Hedge algorithm, in a finitely repeated $2\times 2$ zero-sum game. In the literature, related theoretical results are very rare. To this end, we make…
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…
Consider a card guessing game with complete feedback in which a deck of $n$ cards ordered $1,\dots, n$ is riffle-shuffled once. With the goal to maximize the number of correct guesses, a player guesses cards from the top of the deck one at…
Simple stochastic games are turn-based 2.5-player zero-sum graph games with a reachability objective. The problem is to compute the winning probability as well as the optimal strategies of both players. In this paper, we compare the three…
The current state of the art in playing many important perfect information games, including Chess and Go, combines planning and deep reinforcement learning with self-play. We extend this approach to imperfect information games and present…
We frame the meta-learning of prediction procedures as a search for an optimal strategy in a two-player game. In this game, Nature selects a prior over distributions that generate labeled data consisting of features and an associated…
This paper proposes an optimization algorithm based on how human fight and learn from each duelist. Since this algorithm is based on population, the proposed algorithm starts with an initial set of duelists. The duel is to determine the…
We consider a two-player game of war of attrition under complete information. It is well-known that this class of games admits equilibria in pure, as well as mixed strategies, and much of the literature has focused on the latter. We show…
Algorithmic debugging is a semi-automatic debugging technique that allows the programmer to precisely identify the location of bugs without the need to inspect the source code. The technique has been successfully adapted to all paradigms…