Related papers: Stubborn Set Reduction for Two-Player Reachability…
Regret minimization has proved to be a versatile tool for tree-form sequential decision making and extensive-form games. In large two-player zero-sum imperfect-information games, modern extensions of counterfactual regret minimization (CFR)…
We present a direct reduction from k-player games to 2-player games that preserves approximate Nash equilibrium. Previously, the computational equivalence of computing approximate Nash equilibrium in k-player and 2-player games was…
Subtraction games have a rich literature as normal-play combinatorial games (e.g., Berlekamp, Conway, and Guy, 1982). Recently, the theory has been extended to zero-sum scoring play (Cohensius et al. 2019). Here, we take the approach of…
This paper has two central aims: first, to provide simple conditions under which the generalized games in choice form and, consequently, the abstract economies, admit equilibrium; second, to study the solvability of several types of systems…
Game-theoretic agents must make plans that optimally gather information about their opponents. These problems are modeled by partially observable stochastic games (POSGs), but planning in fully continuous POSGs is intractable without heavy…
A binary constraint system game is a two-player one-round non-local game defined by a system of Boolean constraints. The game has a perfect quantum strategy if and only if the constraint system has a quantum satisfying assignment [R. Cleve…
Video Games are boring when they are too easy, and frustrating when they are too hard. In terms of providing game experience such as enjoyment to the player by match players with different levels of ability to player ability, We assume that…
In this paper, a practicable simulation-free model order reduction method by nonlinear moment matching is developed. Based on the steady-state interpretation of linear moment matching, we comprehensively explain the extension of this…
In this paper, we settle the sampling complexity of solving discounted two-player turn-based zero-sum stochastic games up to polylogarithmic factors. Given a stochastic game with discount factor $\gamma\in(0,1)$ we provide an algorithm that…
We study $n$-player turn-based games played on a finite directed graph. For each play, the players have to pay a cost that they want to minimize. Instead of the well-known notion of Nash equilibrium (NE), we focus on the notion of subgame…
Disability is an important factor affecting todays society. At the same time, more and more sub-healthy people are sick due to reduced body functions and cognitive functions. Exercise rehabilitation is a kind of physical therapy, which can…
The use of game theoretic methods for control in multiagent systems has been an important topic in recent research. Valid utility games in particular have been used to model real-world problems; such games have the convenient property that…
Event-driven architectures are broadly used for systems that must respond to events in the real world. Event-driven applications are prone to concurrency bugs that involve subtle errors in reasoning about the ordering of events.…
We introduce a search game for two players played on a "scenario" consisting of a ground set together with a collection of feasible partitions. This general setting allows us to obtain new characterisations of many width parameters such as…
We consider an extension of the classical Total Store Order (TSO) semantics by expanding it to turn-based 2-player safety games. During her turn, a player can select any of the communicating processes and perform its next transition. We…
We propose a new method that takes advantage of structural reductions to accelerate the verification of reachability properties on Petri nets. Our approach relies on a state space abstraction, called polyhedral abstraction, which involves a…
Reachability analysis is at the core of many applications, from neural network verification, to safe trajectory planning of uncertain systems. However, this problem is notoriously challenging, and current approaches tend to be either too…
In this paper, we propose a passivity-based methodology for analysis and design of reinforcement learning in multi-agent finite games. Starting from a known exponentially-discounted reinforcement learning scheme, we show that convergence to…
This paper takes a game theoretical approach to open shop scheduling problems with unit execution times to minimize the sum of completion times. By supposing an initial schedule and associating each job (consisting in a number of…
We study \emph{partial-information} two-player turn-based games on graphs with omega-regular objectives, when the partial-information player has \emph{limited memory}. Such games are a natural formalization for reactive synthesis when the…