Related papers: A Category for Extensive-Form Games
Extensive-form games (EFGs) model finite sequential interactions between players. The amount of memory required to represent these games is the main bottleneck of algorithms for computing optimal strategies and the size of these strategies…
We unify standard frameworks for approachability both in full or partial monitoring by defining a new abstract game, called the "purely informative game", where the outcome at each stage is the maximal information players can obtain,…
Definable zero-sum stochastic games involve a finite number of states and action sets, reward and transition functions that are definable in an o-minimal structure. Prominent examples of such games are finite, semi-algebraic or globally…
Artificial agents are typically oriented to the realization of an externally assigned task and try to optimize over secondary aspects of plan execution such time lapse or power consumption, technically displaying a quasi-dichotomous…
Recently, strategic games inspired by Schelling's influential model of residential segregation have been studied in the TCS and AI literature. In these games, agents of k different types occupy the nodes of a network topology aiming to…
Infinite games with imperfect information are known to be undecidable unless the information flow is severely restricted. One fundamental decidable case occurs when there is a total ordering among players, such that each player has access…
Semi-supervised learning is a popular class of techniques to learn from labeled and unlabeled data. The paper proposes an application of a recently proposed approach of graph transduction that exploits game theoretic notions to the problem…
We fully characterize the core of a broad class of nonlinear games by identifying a suitable relaxation for inherent nonlinearity, directly generalizing the linear frameworks in the literature. This characterization significantly expands…
Under the assumptions that (i) gamification consists of various types of users that experience game design elements differently; and (ii) gamification is deployed in order to achieve some goal in the broadest sense, we pose the gamification…
We consider a class of games that are generalizations of the minority game, in that the demand and supply of the resource are specified independently. This allows us to study systems in which agents compete under different demand loads.…
In the literature of game theory, the information sets of extensive form games have different interpretations, which may lead to confusions and paradoxical cases. We argue that the problem lies in the mix-up of two interpretations of the…
As a novel and fast-changing field, the video game industry does not have a fixed and well-defined vocabulary. In particular, game genres are of interest: No two experts seem to agree on what they are and how they relate to each other. We…
Game Theory (GT) has been used with significant success to formulate, and either design or optimize, the operation of many representative communications and networking scenarios. The games in these scenarios involve, as usual, diverse…
Connections are made between solution concepts for games in characteristic function form and Euler's Theorem underlying the neo-classical theory of distribution in which the total output produced is imputed to the marginal products of the…
The video game industry is larger than both the film and music industries combined. Recommender systems for video games have received relatively scant academic attention, despite the uniqueness of the medium and its data. In this paper, we…
In games with a large number of players where players may have overlapping objectives, the analysis of stable outcomes typically depends on player types. A special case is when a large part of the player population consists of imitation…
In this work, we consider an extension of graphical models to random graphs, trees, and other objects. To do this, many fundamental concepts for multivariate random variables (e.g., marginal variables, Gibbs distribution, Markov properties)…
Estimating discrete games of complete information is often computationally difficult due to partial identification and the absence of closed-form moment characterizations. This paper proposes computationally tractable approaches to…
In previous work on higher-order games, we accounted for finite games of unbounded length by working with continuous outcome functions, which carry implicit game trees. In this work we make such trees explicit. We use concepts from…
We introduce operational semantics into games. And based on the operational semantics, we establish a full algebra of games, including basic algebra of games, algebra of concurrent games, recursion and abstraction. The algebra can be used…