Related papers: Facility Location Games with Ordinal Preferences
In this paper, we study a facility location problem within a competitive market context, where customer demand is predicted by a random utility choice model. Unlike prior research, which primarily focuses on simple constraints such as a…
We study two-player reachability games on finite graphs. At each state the interaction between the players is concurrent and there is a stochastic Nature. Players also play stochastically. The literature tells us that 1) Player B, who wants…
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…
In this paper, we investigate the problem of linear temporal logic (LTL) path planning for multi-agent systems, introducing the new concept of \emph{ordering constraints}. Specifically, we consider a generic objective function that is…
We present a formal language for specifying qualitative preferences over temporal goals and a preference-based planning method in stochastic systems. Using automata-theoretic modeling, the proposed specification allows us to express…
The window mechanism, introduced by Chatterjee et al. for mean-payoff and total-payoff objectives in two-player turn-based games on graphs, refines long-term objectives with time bounds. This mechanism has proven useful in a variety of…
We study a sequence of independent one-shot non-cooperative games where agents play equilibria determined by a tunable mechanism. Observing only equilibrium decisions, without parametric or distributional knowledge of utilities, we aim to…
An active line of research has considered games played on networks in which payoffs depend on both a player's individual decision and also the decisions of her neighbors. Such games have been used to model issues including the formation of…
Learning a reward function from human preferences is challenging as it typically requires having a high-fidelity simulator or using expensive and potentially unsafe actual physical rollouts in the environment. However, in many tasks the…
A principal must decide between two options. Which one she prefers depends on the private information of two agents. One agent always prefers the first option; the other always prefers the second. Transfers are infeasible. One application…
We analyze the problem of locating a public facility in a domain of single-peaked and single-dipped preferences when the social planner knows the type of preference (single-peaked or single-dipped) of each agent. Our main result…
In the Simple Plant Location Problem with Order (SPLPO), the aim is to open a subset of plants to assign every customer taking into account their preferences. Customers rank the plants in strict order and are assigned to their favorite open…
We study a setting in which a principal selects an agent to execute a collection of tasks according to a specified priority sequence. Agents, however, have their own individual priority sequences according to which they wish to execute the…
We study preference learning through recommendations in multi-agent game settings, where a moderator repeatedly interacts with agents whose utility functions are unknown. In each round, the moderator issues action recommendations and…
We study truthful mechanisms for matching and related problems in a partial information setting, where the agents' true utilities are hidden, and the algorithm only has access to ordinal preference information. Our model is motivated by the…
We present an approach for systematically anticipating the actions and policies employed by \emph{oblivious} environments in concurrent stochastic games, while maximizing a reward function. Our main contribution lies in the synthesis of a…
We consider systems of rational agents who act and interact in pursuit of their individual and collective objectives. We study and formalise the reasoning of an agent, or of an external observer, about the expected choices of action of the…
We study a game-theoretic variant of the maximum circulation problem. In a flow allocation game, we are given a directed flow network. Each node is a rational agent and can strategically allocate any incoming flow to the outgoing edges.…
Many studies have shown that humans are "predictably irrational": they do not act in a fully rational way, but their deviations from rational behavior are quite systematic. Our goal is to see the extent to which we can explain and justify…
A system relying on the collective behavior of decision-makers can be vulnerable to a variety of adversarial attacks. How well can a system operator protect performance in the face of these risks? We frame this question in the context of…