Related papers: Achieving State Machine Replication without Honest…
We consider turn-based game arenas for which we investigate uniformity properties of strategies. These properties involve bundles of plays, that arise from some semantical motive. Typically, we can represent constraints on allowed…
This paper presents a novel approach to analyze human decision-making that involves comparing the behavior of professional chess players relative to a computational benchmark of cognitively bounded rationality. This benchmark is constructed…
We consider two-player games played in real time on game structures with clocks where the objectives of players are described using parity conditions. The games are \emph{concurrent} in that at each turn, both players independently propose…
Automata representing game-semantic models of programs are meant to operate in environments whose input-output behaviour is constrained by the rules of a game. This can lead to a notion of equivalence between states which is weaker than the…
We construct several definitions of imbalance and playability, both of which are related to the existence of dominated strategies. Specifically, a maximally balanced game and a playable game cannot have dominated strategies for any player.…
Deception plays critical roles in economics and technology, especially in emerging interactions in cyberspace. Holistic models of deception are needed in order to analyze interactions and to design mechanisms that improve them. Game theory…
Training against white-box deception detectors has been proposed as a way to make AI systems honest. However, such training risks models learning to obfuscate their deception to evade the detector. Prior work has studied obfuscation only in…
We study two-player zero-sum concurrent stochastic games with finite state and action space played for an infinite number of steps. In every step, the two players simultaneously and independently choose an action. Given the current state…
Playing two-player games using reinforcement learning and self-play can be challenging due to the complexity of two-player environments and the possible instability in the training process. We propose that a reinforcement learning algorithm…
We study a class of stochastic dynamic games that exhibit strategic complementarities between players; formally, in the games we consider, the payoff of a player has increasing differences between her own state and the empirical…
Modern language models fail a fundamental requirement of trustworthy intelligence: knowing when not to answer. Despite achieving impressive accuracy on benchmarks, these models produce confident hallucinations, even when wrong answers carry…
We consider two-player games played in real time on game structures with clocks and parity objectives. The games are concurrent in that at each turn, both players independently propose a time delay and an action, and the action with the…
A recent trend in multi-party computation is to achieve cryptographic fairness via monetary penalties, i.e. each honest player either obtains the output or receives a compensation in the form of a cryptocurrency. We pioneer another type of…
Cooperation is fundamental for human prosperity. Blockchain, as a trust machine, is a cooperative institution in cyberspace that supports cooperation through distributed trust with consensus protocols. While studies in computer science…
Service replication distributes an application over many processes for tolerating faults, attacks, and misbehavior among a subset of the processes. The established state-machine replication paradigm inherently requires the application to be…
We consider agents in a social network competing to be selected as partners in collaborative, mutually beneficial activities. We study this through a model in which an agent i can initiate a limited number k_i>0 of games and selects the…
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…
Two-player zero-sum repeated games are well understood. Computing the value of such a game is straightforward. Additionally, if the payoffs are dependent on a random state of the game known to one, both, or neither of the players, the…
The right to be forgotten (RTBF) is motivated by the desire of people not to be perpetually disadvantaged by their past deeds. For this, data deletion needs to be deep and permanent, and should be removed from machine learning models.…
We revisit the well-studied problem of designing fair and manipulation-resistant tournament rules. In this problem, we seek a mechanism that (probabilistically) identifies the winner of a tournament after observing round-robin play among…