Related papers: History Determinism vs. Good for Gameness in Quant…
Many problems in compositional synthesis and verification of multi-agent systems -- such as rational verification and assume-guarantee verification in probabilistic systems -- reduce to reasoning about two-player multi-objective stochastic…
We consider the problem of strategic classification, where a learner must build a model to classify agents based on features that have been strategically modified. Previous work in this area has concentrated on the case when the learner is…
We define some notions of the decentralization of a deterministic input-output machine. This opens the possibility for introducing game-theoretic elements -- such as strategic players -- inside the machine, as part of its design.
Reasoning is not just about solving problems -- it is also about evaluating which problems are worth solving at all. Evaluations of artificial intelligence (AI) systems primarily focused on problem solving, historically by studying how…
Game-theoretic motion planners are a powerful tool for the control of interactive multi-agent robot systems. Indeed, contrary to predict-then-plan paradigms, game-theoretic planners do not ignore the interactive nature of the problem, and…
Programs with dynamic allocation are able to create and use an unbounded number of fresh resources, such as references, objects, files, etc. We propose History-Register Automata (HRA), a new automata-theoretic formalism for modelling such…
Virtually all machine learning tasks are characterized using some form of loss function, and "good performance" is typically stated in terms of a sufficiently small average loss, taken over the random draw of test data. While optimizing for…
Nondeterministic Discounted-Sum Automata (NDAs) are nondeterministic finite automata equipped with a discounting factor $\lambda>1$, and whose transitions are labelled by weights. The value of a run of an NDA is the discounted sum of the…
Quantitative languages are an extension of boolean languages that assign to each word a real number. Mean-payoff automata are finite automata with numerical weights on transitions that assign to each infinite path the long-run average of…
When omega-regular objectives were first proposed in model-free reinforcement learning (RL) for controlling MDPs, deterministic Rabin automata were used in an attempt to provide a direct translation from their transitions to scalar values.…
A finite automaton is called bideterministic if it is both deterministic and codeterministic -- that is, if it is deterministic and its transpose is deterministic as well. The study of such automata in a weighted setting is initiated. All…
There are good motivations for considering some type of quantum histories formalism. Several possible formalisms are known, defined by different definitions of event and by different selection criteria for sets of histories. These…
We present a perspective on quantum games that focuses on the physical aspects of the quantities that are used to implement a game. If a game is to be played, it has to be played with objects and actions that have some physical existence.…
A classical approach to formal policy synthesis in stochastic dynamical systems is to construct a finite-state abstraction, often represented as a Markov decision process (MDP). The correctness of these approaches hinges on a behavioural…
Quantitative characterizations and estimations of uncertainty are of fundamental importance in optimization and decision-making processes. Herein, we propose intuitive scores, which we call certainty and doubt, that can be used in both a…
A weighted automaton is functional if any two accepting runs on the same finite word have the same value. In this paper, we investigate functional weighted automata for four different measures: the sum, the mean, the discounted sum of…
We consider imperative programs that involve both randomization and pure nondeterminism. The central question is how to find a strategy resolving the pure nondeterminism such that the so-obtained determinized program satisfies a given…
We propose a new abstract formalism for probabilistic timed systems, Parametric Interval Probabilistic Timed Automata, based on an extension of Parametric Timed Automata and Interval Markov Chains. In this context, we consider the…
We study the mechanism design problem of scheduling unrelated machines and we completely characterize the decisive truthful mechanisms for two players when the domain contains both positive and negative values. We show that the class of…
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…