Related papers: Smoothing Game
Simple stochastic games are turn-based 2.5-player zero-sum graph games with a reachability objective. The problem is to compute the winning probability as well as the optimal strategies of both players. In this paper, we compare the three…
We examine two-player games over finite weighted graphs with quantitative (mean-payoff or energy) objective, where one of the players additionally needs to satisfy a fairness objective. The specific fairness we consider is called 'strong…
We describe a social game that we designed for encouraging energy efficient behavior amongst building occupants with the aim of reducing overall energy consumption in the building. Occupants vote for their desired lighting level and win…
Game solving is a similar, yet more difficult task than mastering a game. Solving a game typically means to find the game-theoretic value (outcome given optimal play), and optionally a full strategy to follow in order to achieve that…
Approachability has become a standard tool in analyzing earning algorithms in the adversarial online learning setup. We develop a variant of approachability for games where there is ambiguity in the obtained reward that belongs to a set,…
In this article, we study the decision-making process of chess players by using a chess engine to evaluate the moves across different pools of games. We quantified the decisiveness of each move during the games using a metric derived from…
We investigate zero-sum turn-based two-player stochastic games in which the objective of one player is to maximize the amount of rewards obtained during a play, while the other aims at minimizing it. We focus on games in which the minimizer…
Achieving convergence of multiple learning agents in general $N$-player games is imperative for the development of safe and reliable machine learning (ML) algorithms and their application to autonomous systems. Yet it is known that, outside…
Data mining and knowledge discovery are two important growing research fields in the last two decades due to the abundance of data collected from various sources. The exponentially growing volumes of generated data urge the development of…
We develop a minimal, timeless game-theoretic representation of the mass-geometry relation. An "Object" (mass) and "Space" (geometry) choose strategies in a static normal-form game; utilities encode stability as mutual consistency rather…
This paper introduces a geometric framework for analyzing power relations in games, independent of their strategic form. We define a canonical preference space where each player's relational stance is a normalized vector. This model…
Quantum games have proposed a new point of view for the solution of the classical problems and dilemmas in game theory. Certain quantization relationships can be proposed with the objective that a game can be generalized into a quantum…
We investigate the concept of symmetry and its role in problem solving. This paper first defines precisely the elements that constitute a "problem" and its "solution," and gives several examples to illustrate these definitions. Given…
Several problems in planning and reactive synthesis can be reduced to the analysis of two-player quantitative graph games. {\em Optimization} is one form of analysis. We argue that in many cases it may be better to replace the optimization…
We study strategic interaction in data-driven games where players face uncertainty about payoff distributions inferred from finite samples. To model calibrated attitudes toward such uncertainty, we formulate distributionally robust games…
Involution now refers to the phenomenon that competitors in the same field make more efforts to struggle for limited resources but get lower individual ''profit effort ratio''. In this work, we investigate the evolution of the involution…
Models in evolutionary game theory traditionally assume symmetric interactions in homogeneous environments. Here, we consider populations evolving in a heterogeneous environment, which consists of patches of different qualities that are…
This paper introduces our gamification of a part of our software design curriculum. Based on typical design principles a motivating learning game is developed to train students in software design. We use Bloom's taxonomy to determine…
We study a simple adaptive model in the framework of an N -player normal form game. The model consists of a repeated game where the players only know their own action space and their own payoff scored at each stage, not those of the other…
In this paper, we present a new development of inspection games in a mean field setting. In our dynamic version of an inspection game, there is one inspector and a large number N interacting inspectees with a finite state space. By applying…