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The semi-random graph process is a single player game in which the player is initially presented an empty graph on $n$ vertices. In each round, a vertex $u$ is presented to the player independently and uniformly at random. The player then…
Saturation is a fundamental game-semantic property satisfied by strategies that interpret higher-order concurrent programs. It states that the strategy must be closed under certain rearrangements of moves, and corresponds to the intuition…
We provide a necessary and sufficient condition under which a convex set is approachable in a game with partial monitoring, i.e.\ where players do not observe their opponents' moves but receive random signals. This condition is an extension…
We analyze, both analytically and numerically, the self-organization of a system of "selfish" adaptive agents playing an arbitrary iterated pairwise game (defined by a 2X2 payoff matrix). Examples of possible games to play are: the…
We present a new algebraic characterisation of Eve-positionality for $\omega$-regular languages. It involves only a limited number of elementary local properties to be checked. An $\omega$-regular language is Eve-positional if, in all games…
We consider games played on an infinite probabilistic arena where the first player aims at satisfying generalized B\"uchi objectives almost surely, i.e., with probability one. We provide a fixpoint characterization of the winning sets and…
This work considers two-player zero-sum semi-Markov games with incomplete information on one side and perfect observation. At the beginning, the system selects a game type according to a given probability distribution and informs to Player…
It is frequently suggested that predictions made by game theory could be improved by considering computational restrictions when modeling agents. Under the supposition that players in a game may desire to balance maximization of payoff with…
It is now well known that decentralised optimisation can be formulated as a potential game, and game-theoretical learning algorithms can be used to find an optimum. One of the most common learning techniques in game theory is fictitious…
Games with incomplete preferences are an important model for studying rational decision-making in scenarios where players face incomplete information about their preferences and must contend with incomparable outcomes. We study the problem…
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…
A complete deterministic finite automaton in which every non-empty subset of the state set occurs as the image of the whole state set under the action of a suitable input word is called completely reachable. We characterize completely…
Modern applications require robots to comply with multiple, often conflicting rules and to interact with the other agents. We present Posetal Games as a class of games in which each player expresses a preference over the outcomes via a…
This paper presents a new solution concept for multiplayer stochastic games, namely, acceptable strategy profiles. For each player $i$ and state $s$ in a stochastic game, let $w_i(s)$ be a real number. A strategy profile is…
Two-player stochastic games are games with two 2 players and a randomised entity called "nature". A natural question to ask in this framework is the existence of strategies that ensure that an event happens with probability 1 (almost-sure…
We solve the problem of automatically computing a new class of environment assumptions in two-player turn-based finite graph games which characterize an ``adequate cooperation'' needed from the environment to allow the system player to win.…
In the standard setting of approachability there are two players and a target set. The players play repeatedly a known vector-valued game where the first player wants to have the average vector-valued payoff converge to the target set which…
We investigate uniformity properties of strategies. These properties involve sets of plays in order to express useful constraints on strategies that are not \mu-calculus definable. Typically, we can state that a strategy is…
Many security and other real-world situations are dynamic in nature and can be modelled as strictly competitive (or zero-sum) dynamic games. In these domains, agents perform actions to affect the environment and receive observations --…
We consider a variant of continuous-state partially-observable stochastic games with neural perception mechanisms and an asymmetric information structure. One agent has partial information, with the observation function implemented as a…