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We consider two classes of constrained finite state-action stochastic games. First, we consider a two player nonzero sum single controller constrained stochastic game with both average and discounted cost criterion. We consider the same…
For many protocols, quantum strategies have advantages compared with their classical counter-partners, and these advantages have attracted many interests and applications. One of the famous examples is the Clauser-Horne-Shimony-Holt (CHSH)…
This paper presents new families of algorithms for the repeated play of two-agent (near) zero-sum games and two-agent zero-sum stochastic games. For example, the family includes fictitious play and its variants as members. Commonly, the…
Oftentimes, the Shapley value becomes infeasible for games with many players. However, establishing symmetry allows for polynomial-time computation. To examine this reduction, we identify the spectrum of homogeneous group games by using an…
Classical objectives in two-player zero-sum games played on graphs often deal with limit behaviors of infinite plays: e.g., mean-payoff and total-payoff in the quantitative setting, or parity in the qualitative one (a canonical way to…
We study the value of a two-player zero-sum game on a random matrix $M\in \mathbb{R}^{n\times m}$, defined by $v(M) = \min_{x\in\Delta_n}\max_{y\in \Delta_m}x^T M y$. In the setting where $n=m$ and $M$ has i.i.d. standard Gaussian entries,…
We consider a wireless networked control system (WNCS) with multiple controllers and multiple attackers. The dynamic interaction between the controllers and the attackers is modeled as a linear quadratic (LQ) zero-sum difference game with…
A quantum version of the Minority game for an arbitrary number of agents is considered. It is known that when the number of agents is odd, quantizing the game produces no advantage to the players, but for an even number of agents new Nash…
Congestion games constitute an important class of games to model resource allocation by different users. As computing an exact or even an approximate pure Nash equilibrium is in general PLS-complete, Caragiannis et al. (2011) present a…
Compiling Bell games under cryptographic assumptions replaces the need for physical separation, allowing nonlocality to be probed with a single untrusted device. While Kalai et al. (STOC'23) showed that this compilation preserves quantum…
Simple stochastic games can be solved by value iteration (VI), which yields a sequence of under-approximations of the value of the game. This sequence is guaranteed to converge to the value only in the limit. Since no stopping criterion is…
Congestion games constitute an important class of games in which computing an exact or even approximate pure Nash equilibrium is in general {\sf PLS}-complete. We present a surprisingly simple polynomial-time algorithm that computes…
We describe an asynchronous algorithm to solve secure multiparty computation (MPC) over n players, when strictly less than a 1/8 fraction of the players are controlled by a static adversary. For any function f over a field that can be…
The convergence of online learning algorithms in games under self-play is a fundamental question in game theory and machine learning. Among various notions of convergence, last-iterate convergence is particularly desirable, as it reflects…
The classical (parallel) black pebbling game is a useful abstraction which allows us to analyze the resources (space, space-time, cumulative space) necessary to evaluate a function $f$ with a static data-dependency graph $G$. Of particular…
LP-duality theory has played a central role in the study of cores of games, right from the early days of this notion to the present time. The classic paper of Shapley and Shubik \cite{Shapley1971assignment} introduced the "right" way of…
The last two decades have witnessed a rapid development of quantum information processing, a new paradigm which studies the power and limit of "quantum advantages" in various information processing tasks. Problems such as when quantum…
We study the complexity of computing the commuting-operator value $\omega^*$ of entangled XOR games with any number of players. We introduce necessary and sufficient criteria for an XOR game to have $\omega^* = 1$, and use these criteria to…
We show that natural classes of regularized learning algorithms with a form of recency bias achieve faster convergence rates to approximate efficiency and to coarse correlated equilibria in multiplayer normal form games. When each player in…
Although parallelism has been extensively used in reinforcement learning (RL), the quantitative effects of parallel exploration are not well understood theoretically. We study the benefits of simple parallel exploration for reward-free RL…