Related papers: Stubborn Set Reduction for Two-Player Reachability…
We consider the problem of computing the set of initial states of a dynamical system such that there exists a control strategy to ensure that the trajectories satisfy a temporal logic specification with probability 1 (almost-surely). We…
Many problems in compositional synthesis and verification of multi-agent systems -- such as rational verification and assume-guarantee verification in probabilistic systems -- reduce to reasoning about two-player multi-objective stochastic…
We study two-player multi-weighted reachability games played on a finite directed graph, where an agent, called P1, has several quantitative reachability objectives that he wants to optimize against an antagonistic environment, called P2.…
Adversarial formulations such as generative adversarial networks (GANs) have rekindled interest in two-player min-max games. A central obstacle in the optimization of such games is the rotational dynamics that hinder their convergence. In…
Optimizing strategic decisions (a.k.a. computing equilibrium) is key to the success of many non-cooperative multi-agent applications. However, in many real-world situations, we may face the exact opposite of this game-theoretic problem --…
This paper studies a system security problem in the context of observability based on a two-person noncooperative infinitely repeated game. Both the attacker and the defender have means to modify the dimension of the unobservable subspace,…
We examine the tuning of cooperative behavior in repeated multi-agent games using an analytically tractable, continuous-time, nonlinear model of opinion dynamics. Each modeled agent updates its real-valued opinion about each available…
We study a setting in which two players play a (possibly approximate) Nash equilibrium of a bimatrix game, while a learner observes only their actions and has no knowledge of the equilibrium or the underlying game. A natural question is…
We analyze the influence of multiplayer interactions and network adaptation on the stability of equilibrium points in evolutionary games. We consider the Snowdrift game with both two-player and three-player interactions on simplicial…
Probabilistic model checking for stochastic games enables formal verification of systems that comprise competing or collaborating entities operating in a stochastic environment. Despite good progress in the area, existing approaches focus…
In this work we propose techniques for efficient reachability analysis of the state space (e.g., detection of bad states) using a combination of partial order and symmetry based reductions in a distributed setting. The proposed techniques…
With increasing game size, a problem of computational complexity arises. This is especially true in real world problems such as in social systems, where there is a significant population of players involved in the game, and the complexity…
Many interactions result in a socially suboptimal equilibrium, or in a non-equilibrium state, from which arriving at an equilibrium through simple dynamics can be impossible of too long. Aiming to achieve a certain equilibrium, we persuade,…
This paper concerns two-player alternating play combinatorial games (Conway 1976) in the normal-play convention, i.e. last move wins. Specifically, we study impartial vector subtraction games on tuples of nonnegative integers (Golomb 1966),…
The stable marriage and stable roommates problems have been extensively studied due to their high applicability in various real-world scenarios. However, it might happen that no stable solution exists, or stable solutions do not meet…
We propose a generalization of positional games, supplementing them with a restriction on the order in which the elements of the board are allowed to be claimed. We introduce poset positional games, which are positional games with an…
Neural network pruning is widely used to reduce model size and computational cost. Yet, most existing methods treat sparsity as an externally imposed constraint, enforced through heuristic importance scores or training-time regularization.…
We consider concurrent games played on graphs. At every round of a game, each player simultaneously and independently selects a move; the moves jointly determine the transition to a successor state. Two basic objectives are the safety…
Although reinforcement learning (RL) is considered the gold standard for policy design, it may not always provide a robust solution in various scenarios. This can result in severe performance degradation when the environment is exposed to…
In this paper, we study multi-agent network games subject to affine time-varying coupling constraints and a time-varying communication network. We focus on the class of games adopting proximal dynamics and study their convergence to a…