Related papers: A Game Generative Network Framework with its Appli…
Distributed adaptive filtering has been considered as an effective approach for data processing and estimation over distributed networks. Most existing distributed adaptive filtering algorithms focus on designing different information…
Global games form a subclass of games with incomplete information where a set of agents decide actions against a regime with an underlying fundamental $\theta$ representing its power. Each agent has access to an independent noisy…
Game-theoretic models and solution concepts provide rigorous tools for predicting collective behavior in multi-agent systems. In practice, however, different agents may rely on different game-theoretic models to design their strategies. As…
Modeling the strategic behavior of agents in a real-world multi-agent system using existing state-of-the-art computational game-theoretic tools can be a daunting task, especially when only the actions taken by the agents can be observed.…
The emergence of collective cooperation in competitive environments is a well-known phenomenon in biology, economics, and social systems. While most evolutionary game models focus on the evolution of strategies for a fixed game, how…
Active inference provides a general framework for behavior and learning in autonomous agents. It states that an agent will attempt to minimize its variational free energy, defined in terms of beliefs over observations, internal states and…
Generative adversarial networks (GANs) are a novel approach to generative modelling, a task whose goal it is to learn a distribution of real data points. They have often proved difficult to train: GANs are unlike many techniques in machine…
In this work, we study the social learning problem, in which agents of a networked system collaborate to detect the state of the nature based on their private signals. A novel distributed graphical evolutionary game theoretic learning…
Generative Flow Networks (GFlowNets, GFNs) are a generative framework for learning unnormalized probability mass functions over discrete spaces. Since their inception, GFlowNets have proven to be useful for learning generative models in…
In this chapter, we deal with some specific domains of applications to game theory. This is one of the major class of models in the new approaches of modelling in the economic domain. For that, we use genetic automata which allow to build…
In this paper we describe a decision process framework allowing an agent to decide what information it should reveal to its neighbours within a communication graph in order to maximise its utility. We assume that these neighbours can pass…
In many large scale distributed systems and on the web, agents need to interact with other unknown agents to carry out some tasks or transactions. The ability to reason about and assess the potential risks in carrying out such transactions…
Generative Adversarial Networks (GAN) have promoted a variety of applications in computer vision, natural language processing, etc. due to its generative model's compelling ability to generate realistic examples plausibly drawn from an…
General Video Game Playing (GVGP) aims at designing an agent that is capable of playing multiple video games with no human intervention. In 2014, The General Video Game AI (GVGAI) competition framework was created and released with the…
We propose a novel network formation game that explains the emergence of various hierarchical structures in groups where self-interested or utility-maximizing individuals decide to establish or severe relationships of authority or…
For prediction of interacting agents' trajectories, we propose an end-to-end trainable architecture that hybridizes neural nets with game-theoretic reasoning, has interpretable intermediate representations, and transfers to downstream…
Many distributed systems can be modeled as network games: a collection of selfish players that communicate in order to maximize their individual utilities. The performance of such games can be evaluated through the costs of the system…
Human societies engage in a number of games which use tokens as a means to allocate, issue and access gated resources and property rights: The notion of exchanging tokens that represent and carry value from the past into the future to…
In this paper, we present a unifying framework for analyzing equilibria and designing interventions for large network games sampled from a stochastic network formation process represented by a graphon. We first introduce a new class of…
This paper introduces a new framework for real-time decision making in video games. An Ensemble agent is a compound agent composed of multiple agents, each with its own tasks or goals to achieve. Usually when dealing with real-time decision…