Related papers: A Category for Extensive-Form Games
OpenSpiel is a collection of environments and algorithms for research in general reinforcement learning and search/planning in games. OpenSpiel supports n-player (single- and multi- agent) zero-sum, cooperative and general-sum, one-shot and…
This paper reviews the fully complete hypergames model of system $F$, presented a decade ago in the author's thesis. Instantiating type variables is modelled by allowing ``games as moves''. The uniformity of a quantified type variable…
An important feature of a dynamic game is its monitoring structure namely, what the players effectively see from the played actions. We consider games with arbitrary monitoring structures. One of the purposes of this paper is to know to…
Synchronous correlations provide a class of nonlocal games that behave like functions between finite sets. In this work we examine categories whose morphisms are games with synchronous classical, quantum, or general nonsignaling…
Game comonads provide a categorical syntax-free approach to finite model theory, and their Eilenberg-Moore coalgebras typically encode important combinatorial parameters of structures. In this paper, we develop a framework whereby the…
Evolutionary game theory is a powerful framework for studying evolution in populations of interacting individuals. A common assumption in evolutionary game theory is that interactions are symmetric, which means that the players are…
This work introduces a unified framework for analyzing games in greater depth. In the existing literature, players' strategies are typically assigned scalar values, and equilibrium concepts are used to identify compatible choices. However,…
Imperfect-recall games, in which players may forget previously acquired information, have found many practical applications, ranging from game abstractions to team games and testing AI agents. In this paper, we quantify the utility gain by…
We introduce a framework for translating game descriptions in natural language into extensive-form representations in game theory, leveraging Large Language Models (LLMs) and in-context learning. Given the varying levels of strategic…
We consider two-player zero-sum games on graphs. These games can be classified on the basis of the information of the players and on the mode of interaction between them. On the basis of information the classification is as follows: (a)…
Zero-sum and non-zero-sum (aka general-sum) games are relevant in a wide range of applications. While general non-zero-sum games are computationally hard, researchers focus on the special class of monotone games for gradient-based…
A solution concept that is a refinement of Nash equilibria selects for each finite game a nonempty collection of closed and connected subsets of Nash equilibria as solutions. We impose three axioms for such solution concepts. The axiom of…
Recently, in [K.R. Apt and S. Simon: Well-founded extensive games with perfect information, TARK21], we studied well-founded games, a natural extension of finite extensive games with perfect information in which all plays are finite. We…
Soft set theory can deal uncertainties in nature by parametrization process. In this paper, we explore the objects and morphisms of category of soft sets, Sset(U) in detail. Also, gives characterizations of monomorphisms and epimorphisms in…
Energy games are a well-studied class of 2-player turn-based games on a finite graph where transitions are labeled with integer vectors which represent changes in a multidimensional resource (the energy). One player tries to keep the…
Procedural generation is used across game design to achieve a wide variety of ends, and has led to the creation of several game subgenres by injecting variance, surprise or unpredictability into otherwise static designs. Information games…
Motivated by questions from program transformations, eight notions of isomorphisms between term rewriting systems are defined, analysed, and classified. The notions include global isomorphisms, where the renaming of variables and function…
We provide a formal definition of depth-limited games together with an accessible and rigorous explanation of the underlying concepts, both of which were previously missing in imperfect-information games. The definition works for an…
We propose a simplified definition of Quillen's fibration sequences in a pointed model category that fully captures the theory, although it is completely independent of the concept of action. This advantage arises from the understanding…
With increasing game size, a problem of computational complexity arises. This is especially true in real world problems such as in social systems, where there is a significant population of players involved in the game, and the complexity…