Related papers: Good-for-Game QPTL: An Alternating Hodges Semantic…
Model-checking the alternating-time temporal logics ATL and ATL* with incomplete information is undecidable for perfect recall semantics. However, when restricting to memoryless strategies the model-checking problem becomes decidable. In…
This short note is devoted to the unraveling of the hidden interactivity of ordinary games which is an artefact of predictions of the behaviour of other players by the fixed player and describes deviations of their real behaviour from such…
In this paper, we investigate the probabilistic variants of the strategy logics ATL and ATL* under imperfect information. Specifically, we present novel decidability and complexity results when the model transitions are stochastic and…
This paper investigates the powers and limitations of quantum entanglement in the context of cooperative games of incomplete information. We give several examples of such nonlocal games where strategies that make use of entanglement…
We aim to determine which temporal instance queries can be uniquely characterised by a (polynomial-size) set of positive and negative temporal data examples. We start by considering queries formulated in fragments of propositional linear…
Game theory is the standard tool used to model strategic interactions in evolutionary biology and social science. Traditional game theory studies the equilibria of simple games. But is traditional game theory applicable if the game is…
An extension of the WHILE-language is developed for programming game-theoretic mechanisms involving multiple agents. Examples of such mechanisms include auctions, voting procedures, and negotiation protocols. A structured operational…
We consider the satisfiability problem for the two-variable fragment of the first-order logic extended with modulo counting quantifiers and interpreted over finite words or trees. We prove a small-model property of this logic, which gives a…
We study the limits of linear time evaluation of conjunctive queries under constraints expressed as tuple-generating dependencies (TGDs), across several modes of query evaluation: single-testing, all-testing, counting, lexicographic direct…
Modeling the purposeful behavior of imperfect agents from a small number of observations is a challenging task. When restricted to the single-agent decision-theoretic setting, inverse optimal control techniques assume that observed behavior…
We provide a compositional coalgebraic semantics for strategic games. In our framework, like in the semantics of functional programming languages, coalgebras represent the observable behaviour of systems derived from the behaviour of the…
Two extensive game structures with imperfect information are said to be behaviorally equivalent if they share the same map (up to relabelings) from profiles of structurally reduced strategies to induced terminal paths. We show that this is…
We present a new strategic logic NCHATL that allows for reasoning about norm compliance on concurrent game structures that satisfy anonymity. We represent such game structures compactly, avoiding models that have exponential size in the…
We propose a game-theoretic framework that incorporates both incomplete information and general ambiguity attitudes on factors external to all players. Our starting point is players' preferences on payoff-distribution vectors, essentially…
We propose a new task-specification language for Markov decision processes that is designed to be an improvement over reward functions by being environment independent. The language is a variant of Linear Temporal Logic (LTL) that is…
Text-based games present a unique class of sequential decision making problem in which agents interact with a partially observable, simulated environment via actions and observations conveyed through natural language. Such observations…
Temporal logics stands for a widely adopted family of formalisms for the verification of computational devices, enriching propositional logics by operators predicating on the step-wise behaviour of a system. Its quantified extensions allow…
A word automaton recognizing a language $L$ is good for games (GFG) if its composition with any game with winning condition $L$ preserves the game's winner. While all deterministic automata are GFG, some nondeterministic automata are not.…
We examine the relationship between Dependence Logic and game logics. A variant of Dynamic Game Logic, called Transition Logic, is developed, and we show that its relationship with Dependence Logic is comparable to the one between…
The field of Game Theory provides a useful mechanism for modeling many decision-making scenarios. In participating in these scenarios individuals and groups adopt particular strategies, which generally perform with varying levels of…