Related papers: Approximating the Minimal Lookahead Needed to Win …
We propose the first loss function for approximate Nash equilibria of normal-form games that is amenable to unbiased Monte Carlo estimation. This construction allows us to deploy standard non-convex stochastic optimization techniques for…
We prove an asymptotic Lipschitz estimate for value functions of tug-of-war games with varying probabilities defined in $\Omega\subset \mathbb R^n$. The method of the proof is based on a game-theoretic idea to estimate the value of a…
We develop a flexible stochastic approximation framework for analyzing the long-run behavior of learning in games (both continuous and finite). The proposed analysis template incorporates a wide array of popular learning algorithms,…
In this article, we focus on search algorithms for two-player perfect information games, whose objective is to determine the best possible strategy, and ideally a winning strategy. Unfortunately, some search algorithms for games in the…
The Games-Chan algorithm finds the minimal period of a periodic binary sequence of period $2^n$, in $n$ iterations. We generalise this to periodic $q$-ary sequences (where $q$ is a prime power) using generating functions and polynomials and…
Temporal graphs are a popular modelling mechanism for dynamic complex systems that extend ordinary graphs with discrete time. Simply put, time progresses one unit per step and the availability of edges can change with time. We consider the…
We consider the problem of computing the set of initial states of a dynamical system such that there exists a control strategy to ensure that the trajectories satisfy a temporal logic specification with probability 1 (almost-surely). We…
This work proposes a novel distributed approach for computing a Nash equilibrium in convex games with merely monotone and restricted strongly monotone pseudo-gradients. By leveraging the idea of the centralized operator extrapolation method…
In this thesis we introduce quantum refereed games, which are quantum interactive proof systems with two competing provers. We focus on a restriction of this model that we call "short quantum games" and we prove an upper bound and a lower…
We present a microscopic model of replicator dynamics with strategy-dependent time delays. In such a model, new players are born from parents who interacted and received payoffs in the past. In the case of small delays, we use Taylor…
We introduce a new approach for computing optimal equilibria via learning in games. It applies to extensive-form settings with any number of players, including mechanism design, information design, and solution concepts such as correlated,…
We study two-player games of infinite duration that are played on finite or infinite game graphs. A winning strategy for such a game is positional if it only depends on the current position, and not on the history of the play. A game is…
Extensive-form games with imperfect recall are an important game-theoretic model that allows a compact representation of strategies in dynamic strategic interactions. Practical use of imperfect recall games is limited due to negative…
We introduce the notion of universal graphs as a tool for constructing algorithms solving games of infinite duration such as parity games and mean payoff games. In the first part we develop the theory of universal graphs, with two goals:…
Given an $n$-point metric space, consider the problem of finding a point with the minimum sum of distances to all points. We show that this problem has a randomized algorithm that {\em always} outputs a $(2+\epsilon)$-approximate solution…
We study the complexity of computing the commuting-operator value $\omega^*$ of entangled XOR games with any number of players. We introduce necessary and sufficient criteria for an XOR game to have $\omega^* = 1$, and use these criteria to…
Autonomous vehicles must balance ranked objectives, such as minimizing travel time, ensuring safety, and coordinating with traffic. Games of ordered preference effectively model these interactions but become computationally intractable as…
We explain a highly efficient algorithm for playing the simplest type of dots and boxes endgame optimally (by which we mean "in such a way so as to maximise the number of boxes that you take"). The algorithm is sufficiently simple that it…
Two-player games on graphs provide the theoretical frame- work for many important problems such as reactive synthesis. While the traditional study of two-player zero-sum games has been extended to multi-player games with several notions of…
Bertrand et al. [1] (LMCS 2019) describe two-player zero-sum games in which one player tries to achieve a reachability objective in $n$ games (on the same finite arena) simultaneously by broadcasting actions, and where the opponent has full…