Related papers: Incentive compatibility in sender-receiver stoppin…
We study a communication game between a sender and a receiver. The sender chooses one of her signals about the state of the world (i.e., anecdotes) and communicates to the receiver who takes an action affecting both players. The sender and…
We frame dynamic persuasion in a partial observation stochastic control Leader-Follower game with an ergodic criterion. The Receiver controls the dynamics of a multidimensional unobserved state process. Information is provided to the…
We formulate a mean field game where each player stops a privately observed Brownian motion with absorption. Players are ranked according to their level of stopping and rewarded as a function of their relative rank. There is a unique mean…
We study multiplayer turn-based timed games with reachability objectives. In particular, we are interested in the notion of subgame perfect equilibrium (SPE). We prove that deciding the constrained existence of an SPE in this setting is…
We study a Bayesian persuasion setting with binary actions (adopt and reject) for Receiver. We examine the following question - how well can Sender perform, in terms of persuading Receiver to adopt, when ignorant of Receiver's utility? We…
Deception plays a critical role in many interactions in communication and network security. Game-theoretic models called "cheap talk signaling games" capture the dynamic and information asymmetric nature of deceptive interactions. But…
Consider a two-player game repeated N times. Player 1 can choose between two styles (for interpretability, offensive and defensive), whereas Player 2 uses a single fixed style. Let X N\,:= \#wins -\#losses for Player 1 after N games, and…
This work considers a novel information design problem and studies how the craft of payoff-relevant environmental signals solely can influence the behaviors of intelligent agents. The agents' strategic interactions are captured by an…
We study a Bayesian persuasion setting in which the receiver is trying to match the (binary) state of the world. The sender's utility is partially aligned with the receiver's, in that conditioned on the receiver's action, the sender derives…
In the classical communication setting multiple senders having access to the same source of information and transmitting it over channel(s) to a receiver in general leads to a decrease in estimation error at the receiver as compared with…
If a sender in a persuasion game can use a sequence of experiments rather than a single experiment, does this change the sender's value? We show that the sender can benefit more from dynamic persuasion than from static persuasion when the…
We study Bayesian Persuasion with multiple senders who have access to conditionally independent experiments (and possibly others). Senders have zero-sum preferences over information revealed. We characterize when any set of states can be…
This paper considers the dynamics of cheap talk interactions between an oblivious receiver and a sender with different amounts of information. Even though it may seem that having additional information about the state of the game is always…
The literature on strategic communication originated with the influential cheap talk model, which precedes the Bayesian persuasion model by three decades. This model describes an interaction between two agents: sender and receiver. The…
Imitation is widely observed in populations of decision-making agents. Using our recent convergence results for asynchronous imitation dynamics on networks, we consider how such networks can be efficiently driven to a desired equilibrium…
We consider a finite horizon dynamic game with two players who observe their types privately and take actions, which are publicly observed. Players' types evolve as independent, controlled linear Gaussian processes and players incur…
We study a repeated game with payoff externalities and observable actions where two players receive information over time about an underlying payoff-relevant state, and strategically coordinate their actions. Players learn about the true…
A sender persuades a strategically naive decisionmaker (DM) by committing privately to an experiment. Sender's choice of experiment is unknown to the DM, who must form her posterior beliefs nonparametrically by applying some learning rule…
One of the reasons why stochastic dynamic games with an underlying dynamic system are challenging is since strategic players have access to enormous amount of information which leads to the use of extremely complex strategies at…
Zero-sum Dynkin games under Poisson constraints, where players can only stop at the event times of a Poisson process, have been studied widely in the recent literature. The constraint can be modelled in two ways: either both players share…