Related papers: Noncommutative Nullstellens\"atze and Perfect Game…
We develop a geometric theory for difference equations with a given group of automorphisms. To solve this problem we extend the class of difference fields to the class of absolutely flat simple difference rings called pseudofields. We prove…
The fastest known algorithms for dealing with structured matrices, in the sense of the displacement rank measure, are randomized. For handling classical displacement structures, they achieve the complexity bounds…
We study the underlying mathematical properties of various partial order models of concurrency based on transition systems, Petri nets, and event structures, and show that the concurrent behaviour of these systems can be captured in a…
We consider extensive games with perfect information with well-founded game trees and study the problems of existence and of characterization of the sets of subgame perfect equilibria in these games. We also provide such characterizations…
Nonlocal games provide a unified framework for studying the distinction between classical, quantum, and more general no-signaling correlations. In this work, we develop this perspective by connecting the Bell-locality framework to several…
Nonzero-sum stochastic differential games with impulse controls offer a realistic and far-reaching modelling framework for applications within finance, energy markets, and other areas, but the difficulty in solving such problems has…
Regular games form a well-established class of games for analysis and synthesis of reactive systems. They include coloured Muller games, McNaughton games, Muller games, Rabin games, and Streett games. These games are played on directed…
We study unique games and estimate some of their values. We prove that if a unique game has a quantum-assisted value close to 1, then it must have a perfect deterministic strategy. We introduce a family of unique games based on groups that…
This paper proposes a new lens for studying threshold games played on networks when the thresholds are heterogeneous. These are games where agents have two possible actions, and prefer action 1 if and only if enough of their neighbours…
Two selection games from the literature, $G_c(\mathcal O,\mathcal O)$ and $G_1(\mathcal O_{zd},\mathcal O)$, are known to characterize countable dimension among certain spaces. This paper studies their perfect- and limited-information…
In this paper, we generalize modal $\mu$-calculus to the non-distributive (lattice-based) modal $\mu$-calculus and formalize some scenarios regarding categorization using it. We also provide a game semantics for the developed logic. The…
We introduce a framework for proving statements about linear operators by verification of ideal membership in a free algebra. More specifically, arbitrary first-order statements about identities of morphisms in preadditive semicategories…
Game-theoretic characterizations of process equivalences traditionally form a central topic in concurrency; for example, most equivalences on the classical linear-time / branching-time spectrum come with such characterizations. Recent work…
Algorithmic game theory (AGT) focuses on the design and analysis of algorithms for interacting agents, with interactions rigorously formalized within the framework of games. Results from AGT find applications in domains such as online…
Zero-determinant strategies are a class of memory-one strategies in repeated games which unilaterally enforce linear relationships between payoffs. It has long been unclear for what stage games zero-determinant strategies exist. We provide…
Zero-sum games are natural, if informal, analogues of closed physical systems where no energy/utility can enter or exit. This analogy can be extended even further if we consider zero-sum network (polymatrix) games where multiple agents…
A commutative algebra is exact if its multiplication endomorphisms are trace-free and is Killing metrized if its Killing type trace-form is nondegenerate and invariant. A Killing metrized exact commutative algebra is necessarily neither…
We introduce several methods of decomposition for two player normal form games. Viewing the set of all games as a vector space, we exhibit explicit orthonormal bases for the subspaces of potential games, zero-sum games, and their orthogonal…
This paper analyses Escard\'o and Oliva's generalisation of selection functions over a strong monad from a game-theoretic perspective. We focus on the case of the nondeterminism (finite nonempty powerset) monad $\mathcal{P}$. We use these…
Although the HO/N games are fully abstract for PCF, the traditional notion of innocence (which underpins these games) is not satisfactory for such language features as non-determinism and probabilistic branching, in that there are stateless…