Related papers: Value-Based Distance Between Information Structure…
There has been a recent surge of interest in the role of information in strategic interactions. Much of this work seeks to understand how the realized equilibrium of a game is influenced by uncertainty in the environment and the information…
This paper studies a game in which an informed sender with state-independent preferences uses verifiable messages to convince a receiver to choose an action from a finite set. We characterize the equilibrium outcomes of the game and compare…
We study new classes of games, called zero-sum equivalent games and zero-sum equivalent potential games, and prove decomposition theorems involving these classes of games. We say that two games are "strategically equivalent" if, for every…
We provide several tests to determine whether a game is a potential game or whether it is a zero-sum equivalent game---a game which is strategically equivalent to a zero-sum game in the same way that a potential game is strategically…
In a game of incomplete information, an infinite state space can create problems. When the space is uncountably large, the strategy spaces of the players may be unwieldly, resulting in a lack of measurable equilibria. When the knowledge of…
In the classical communication setting multiple senders having access to the same source of information and transmitting it over channel(s) to a receiver in general leads to a decrease in estimation error at the receiver as compared with…
We consider concurrent stochastic games played on graphs with reachability and safety objectives. These games can be solved by value iteration as well as strategy iteration, each of them yielding a sequence of under-approximations of the…
In a game where both contestants have perfect information, there is a strict limit on how perfect that information can be. By contrast, when one player is deprived of all information, the limit on the other player's information disappears,…
We study a class of two-player zero-sum stochastic games known as \textit{blind stochastic games}, where players neither observe the state nor receive any information about it during the game. A central concept for analyzing long-duration…
A long-running difficulty with conventional game theory has been how to modify it to accommodate the bounded rationality of all real-world players. A recurring issue in statistical physics is how best to approximate joint probability…
We lay out a general method for computing branching distances between labeled transition systems. We translate the quantitative games used for defining these distances to other, path-building games which are amenable to methods from the…
We study the complexity of approximations to the normalized information distance. We introduce a hierarchy of computable approximations by considering the number of oscillations. This is a function version of the difference hierarchy for…
We study a model of two-player, zero-sum, stopping games with asymmetric information. We assume that the payoff depends on two continuous-time Markov chains (X, Y), where X is only observed by player 1 and Y only by player 2, implying that…
In some games, additional information hurts a player, e.g., in games with first-mover advantage, the second-mover is hurt by seeing the first-mover's move. What properties of a game determine whether it has such negative "value of…
The classical information metric provides a unique notion of distance on the space of probability distributions with a well-defined operational interpretation: two distributions are far apart if they are readily distinguishable from one…
We study a two-player zero-sum stochastic differential game with asymmetric information where the payoff depends on a controlled continuous-time Markov chain X with finite state space which is only observed by player 1. This model was…
Similarity search is an important problem in information retrieval. This similarity is based on a distance. Symbolic representation of time series has attracted many researchers recently, since it reduces the dimensionality of these high…
This paper prescribes a distance between learning tasks modeled as joint distributions on data and labels. Using tools in information geometry, the distance is defined to be the length of the shortest weight trajectory on a Riemannian…
We study two-player zero-sum repeated games with incomplete information on one side, where the payoff function is tail measurable (and not necessarily the long-run average payoff). We show that the maxmin value equals the concavification of…
The notion of task similarity is at the core of various machine learning paradigms, such as domain adaptation and meta-learning. Current methods to quantify it are often heuristic, make strong assumptions on the label sets across the tasks,…