Related papers: A Category for Extensive-Form Games
Finite objects and more specifically finite games are formalized using induction, whereas infinite objects are formalized using coinduction. In this article, after an introduction to the concept of coinduction, we revisit on infinite…
This paper argues that the finite horizon paradox, where game theory contradicts intuition, stems from the limitations of standard number systems in modelling the cognitive perception of infinity. To address this issue, we propose a new…
Concurrent multi-player games with $\omega$-regular objectives are a standard model for systems that consist of several interacting components, each with its own objective. The standard solution concept for such games is Nash Equilibrium,…
The paper introduces two player connectivity games played on finite bipartite graphs. Algorithms that solve these connectivity games can be used as subroutines for solving M\"uller games. M\"uller games constitute a well established class…
We argue that the extensive-form game (EFG) model isn't powerful enough to express all important aspects of imperfect information games, such as those related to decomposition and online game solving. We present a principled attempt to fix…
We introduce and investigate a range of general notions of a game. Our principal notion is based on a set of agents modifying a relational structure in a discrete evolution sequence. We also introduce and study a variety of ways to model…
We propose an alternative to the tree representation of extensive form games. Games in product form represent information with $\sigma$-fields over a product set, and do not require an explicit description of the play temporality, as…
In the naming game, individuals or agents exchange pairwise local information in order to communicate about objects in their common environment. The goal of the game is to reach a consensus about naming these objects. Originally used to…
Relying on recent generalizations of the Fra\"iss\'e theory to a broader category-theoretic context, we study the class of abstract finite games played between two players and show the existence of an infinitetly countable game which is…
In the flavour of categorical quantum mechanics, we extend nonlocal games to allow quantum questions and answers, using quantum sets (special symmetric dagger Frobenius algebras) and the quantum functions of Musto, Reutter, and Verdon…
For an arbitrary category, we consider the least class of functors con- taining the projections and closed under finite products, finite coproducts, parameterized initial algebras and parameterized final coalgebras, i.e. the class of…
We study continuity properties of stochastic game problems with respect to various topologies on information structures, defined as probability measures characterizing a game. We will establish continuity properties of the value function…
World models (WMs) demonstrate strong capabilities in prediction, generation, and planning tasks. Existing WMs primarily focus on unstructured data and cannot leverage the ubiquitous structured data, often represented as graphs, in the…
Network games provide a powerful framework for modeling agent interactions in networked systems, where players are represented by nodes in a graph and their payoffs depend on the actions taken by their neighbors. Extending the framework of…
Categories of polymorphic lenses in computer science, and of open games in compositional game theory, have a curious structure that is reminiscent of compact closed categories, but differs in some crucial ways. Specifically they have a…
The mean field games (MFG) paradigm was introduced to provide tractable approximations of games involving very large populations. The theory typically rests on two key assumptions: homogeneity, meaning that all players share the same…
A valuation for a player in a game in extensive form is an assignment of numeric values to the players moves. The valuation reflects the desirability moves. We assume a myopic player, who chooses a move with the highest valuation.…
In order to facilitate analyzing video games as learning systems and instructional designs as games, we present a theoretical framework that integrates ideas from a broad range of literature. The framework describes games in terms of four…
Video games, just like any other media have both explicit and implicit messages, and they can have impact on physical and mental health of the users. These impacts can be positive or negative. The impacts, the implications and the meanings…
Financial markets investors are involved in many games -- they must interact with other agents to achieve their goals. Among them are those directly connected with their activity on markets but one cannot neglect other aspects that…