Related papers: Synchronous linear constraint system games
The following four classes of computational problems are equivalent: solving matrix games, solving linear programs, best $l^{\infty}$ linear approximation, best $l^1$ linear approximation.
Conditions are established under which the optimal control of processes having both absolutely continuous and singular (with respect to time) controls are equivalent to linear programs over a space of measures on the state and control…
This paper proposes a new equilibrium concept "robust perfect equilibrium" for non-cooperative games with a continuum of players, incorporating three types of perturbations. Such an equilibrium is shown to exist (in symmetric mixed…
In this paper we introduce polytopal stochastic games, an extension of two-player, zero-sum, turn-based stochastic games, in which we may have uncertainty over the transition probabilities. In these games the uncertainty over the…
Local simultaneous state discrimination (LSSD) is a recently introduced problem in quantum information processing. Its classical version is a non-local game played by non-communicating players against a referee. Based on a known probability…
Sensor network localization (SNL) problems require determining the physical coordinates of all sensors in a network. This process relies on the global coordinates of anchors and the available measurements between non-anchor and anchor…
Population protocols have been introduced by Angluin et {al.} as a model of networks consisting of very limited mobile agents that interact in pairs but with no control over their own movement. A collection of anonymous agents, modeled by…
Large language models (LLMs) have demonstrated strong performance across a variety of domains, including logical reasoning, mathematics, and more. In this paper, we investigate how well LLMs understand and reason about complex rule…
We compare games under delayed control and delay games, two types of infinite games modelling asynchronicity in reactive synthesis. Our main result, the interreducibility of the existence of sure winning strategies for the protagonist,…
Network games provide a natural machinery to compactly represent strategic interactions among agents whose payoffs exhibit sparsity in their dependence on the actions of others. Besides encoding interaction sparsity, however, real networks…
Evolutionary anti-coordination games on networks capture real-world strategic situations such as traffic routing and market competition. In such games, agents maximize their utility by choosing actions that differ from their neighbors'…
In a monotonic sequence game, two players alternately choose elements of a sequence from some fixed ordered set. The game ends when the resulting sequence contains either an ascending subsequence of length a or a descending one of length d.…
This article introduces differential hybrid games, which combine differential games with hybrid games. In both kinds of games, two players interact with continuous dynamics. The difference is that hybrid games also provide all the features…
We consider a sub-class of bi-matrix games which we refer to as two-person (hereafter referred to as two-player) additively-separable sum (TPASS) games, where the sum of the pay-offs of the two players is additively separable. The row…
Learning in games has been widely used to solve many cooperative multi-agent problems such as coverage control, consensus, self-reconfiguration or vehicle-target assignment. One standard approach in this domain is to formulate the problem…
Network congestion games are a convenient model for reasoning about routing problems in a network: agents have to move from a source to a target vertex while avoiding congestion, measured as a cost depending on the number of players using…
In the context of multiplayer games, the parallel repetition problem can be phrased as follows: given a game $G$ with optimal winning probability $1-\alpha$ and its repeated version $G^n$ (in which $n$ games are played together, in…
Selective versions of screenability and of strong screenability coincide in a large class of spaces. We show that the corresponding games are not equivalent in even such standard metric spaces as the closed unit interval. We identify…
We consider two-player games played on finite colored graphs where the goal is the construction of an infinite path with one of the following frequency-related properties: (i) all colors occur with the same asymptotic frequency, (ii) there…
We build new quantum games, similar to the spin flip game, where as a novelty the players perform measurements on a quantum system associated to a continuous time search algorithm. The measurements collapse the wave function into one of the…