Related papers: Approximating the Minimal Lookahead Needed to Win …
We prove that, assuming the exponential time hypothesis, finding an \epsilon-approximately optimal symmetric signaling scheme in a two-player zero-sum game requires quasi-polynomial time. This is tight by [Cheng et al., FOCS'15] and…
We consider zero sum stochastic games. For every discount factor $\lambda$, a time normalization allows to represent the game as being played on the interval [0, 1]. We introduce the trajectories of cumulated expected payoff and of…
We present an analog of O'Neill's Theorem (Theorem 5.2 in [17]) for finite games, which reveals some of the structure of equilibria under payoff perturbations in finite games.
In this paper, we present exploitability descent, a new algorithm to compute approximate equilibria in two-player zero-sum extensive-form games with imperfect information, by direct policy optimization against worst-case opponents. We prove…
We relate the amount of entanglement required to play linear-system non-local games near-optimally to the hyperlinear profile of finitely-presented groups. By calculating the hyperlinear profile of a certain group, we give an example of a…
An algorithm is proposed to verify whether a finite game is a weighted potential game (WPG) without pre-knowledge on its weights. Then the algorithm is also applied to find the closest WPG for a given finite game. The concept and criterion…
In a reachability-time game, players Min and Max choose moves so that the time to reach a final state in a timed automaton is minimised or maximised, respectively. Asarin and Maler showed decidability of reachability-time games on strongly…
We consider a stochastic game-theoretic model of a discrete-time asset market with short-lived assets and endogenous asset prices. We prove that the strategy which invests in the assets proportionally to their expected relative payoffs…
We present an algorithm based on continuation techniques that can be applied to solve numerically minimization problems with equality constraints. We focus on problems with a great number of local minima which are hard to obtain by local…
In this paper, we study the notion of admissibility for randomised strategies in concurrent games. Intuitively, an admissible strategy is one where the player plays `as well as possible', because there is no other strategy that dominates…
In recent years, two-player zero-sum games with multiple objectives have received a lot of interest as a model for the synthesis of complex reactive systems. In this framework, Player 1 wins if he can ensure that all objectives are…
This paper studies a language-based opacity enforcement in a two-player, zero-sum game on a graph. In this game, player 1 (P1) wins if it can achieve a secret temporal goal described by the language of a finite automaton, no matter what…
The decision time of an infinite time algorithm is the supremum of its halting times over all real inputs. The decision time of a set of reals is the least decision time of an algorithm that decides the set; semidecision times of…
Pursuit-evasion scenarios appear widely in robotics, security domains, and many other real-world situations. We focus on two-player pursuit-evasion games with concurrent moves, infinite horizon, and discounted rewards. We assume that the…
We analyse the computational complexity of finding Nash equilibria in turn-based stochastic multiplayer games with omega-regular objectives. We show that restricting the search space to equilibria whose payoffs fall into a certain interval…
This paper proposes a finite-horizon approximation scheme and introduces episodic equilibrium as a solution concept for stochastic games (SGs), where agents strategize based on the current state and episode stage. The paper also establishes…
We study policy iteration for infinite-horizon Markov decision processes. It has recently been shown policy iteration style algorithms have exponential lower bounds in a two player game setting. We extend these lower bounds to Markov…
We introduce a betting game, where the gambler aims to guess the last success epoch from past observed data. The player may bet on the event that no further successes occur, or choose a `trap' which is any span of future times. In the…
This paper presents a new exponential lower bound for the two most popular deterministic variants of the strategy improvement algorithms for solving parity, mean payoff, discounted payoff and simple stochastic games. The first variant…
An extensive literature in economics and social science addresses contests, in which players compete to outperform each other on some measurable criterion, often referred to as a player's score, or output. Players incur costs that are an…