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Studying games in the complete information model makes them analytically tractable. However, large $n$ player interactions are more realistically modeled as games of incomplete information, where players may know little to nothing about the…
Evolutionary game theory combines game theory and dynamical systems and is customarily adopted to describe evolutionary dynamics in multi-agent systems. In particular, it has been proven to be a successful tool to describe multi-agent…
Quantitative measures of randomness in games are useful for game design and have implications for gambling law. We treat the outcome of a game as a random variable and derive a closed-form expression and estimator for the variance in the…
Mechanism design has found considerable application to the construction of agent-interaction protocols. In the standard setting, the type (e.g., utility function) of an agent is not known by other agents, nor is it known by the mechanism…
We introduce quantum XOR games, a model of two-player one-round games that extends the model of XOR games by allowing the referee's questions to the players to be quantum states. We give examples showing that quantum XOR games exhibit a…
Two-sided matchings are an important theoretical tool used to model markets and social interactions. In many real life problems the utility of an agent is influenced not only by their own choices, but also by the choices that other agents…
Multiplayer Online Battle Arena (MOBA) is one of the most played game genres nowadays. With the increasing growth of this genre, it becomes necessary to develop effective intelligent agents to play alongside or against human players. In…
Incomplete cooperative games generalise the classical model of cooperative games by omitting the values of some of the coalitions. This allows to incorporate uncertainty into the model and study the underlying games as well as possible…
Causal games are probabilistic graphical models that enable causal queries to be answered in multi-agent settings. They extend causal Bayesian networks by specifying decision and utility variables to represent the agents' degrees of freedom…
Neural MMO is a computationally accessible research platform that combines large agent populations, long time horizons, open-ended tasks, and modular game systems. Existing environments feature subsets of these properties, but Neural MMO is…
We consider two-player random extensive form games where the payoffs at the leaves are independently drawn uniformly at random from a given feasible set C. We study the asymptotic distribution of the subgame perfect equilibrium outcome for…
Game development sits at the intersection of creative design and intricate software engineering, demanding the joint orchestration of game engines, real-time loops, and tightly coupled state across many files. While Large Language Models…
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…
A central task of artificial intelligence is the design of artificial agents that act towards specified goals in partially observed environments. Since such environments frequently include interaction over time with other agents with their…
Important decisions are likely made by groups of agents. Thus group decision making is very common in practice. Very transparent group aggregating rules are given by weighted voting, where each agent is assigned a weight. Here a proposal is…
Covering and packing problems can be modeled as games to encapsulate interesting social and engineering settings. These games have a high Price of Anarchy in their natural formulation. However, existing research applicable to specific…
The ability to learn optimal control policies in systems where action space is defined by sentences in natural language would allow many interesting real-world applications such as automatic optimisation of dialogue systems. Text-based…
This paper aims to solve two fundamental problems on finite or infinite horizon dynamic games with perfect or almost perfect information. Under some mild conditions, we prove (1) the existence of subgame-perfect equilibria in general…
In a social system, the self-interest of agents can be detrimental to the collective good, sometimes leading to social dilemmas. To resolve such a conflict, a central designer may intervene by either redesigning the system or incentivizing…
Classical game-theoretic models typically assume rational agents, complete information, and common knowledge of payoffs - assumptions that are often violated in real-world MAS characterized by uncertainty, misaligned perceptions, and nested…