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A checkers-like model game with a simplified set of rules is studied through extensive simulations of agents with different expertise and strategies. The introduction of complementary strategies, in a quite general way, provides a tool to…
In imperfect information games, the game state is generally not fully observable to players. Therefore, good gameplay requires policies that deal with the different information that is hidden from each player. To combat this, effective…
Voting online with explicit ratings could largely reflect people's preferences and objects' qualities, but ratings are always irrational, because they may be affected by many unpredictable factors like mood, weather, as well as other…
We construct several definitions of imbalance and playability, both of which are related to the existence of dominated strategies. Specifically, a maximally balanced game and a playable game cannot have dominated strategies for any player.…
A method is given for quantitatively rating the social acceptance of different options which are the matter of a preferential vote. In contrast to a previous article, here the individual votes are allowed to be incomplete, that is, they…
Competition between a complex system's constituents and a corresponding reward mechanism based on it have profound influence on the functioning, stability, and evolution of the system. But determining the dominance hierarchy or ranking…
Recommender Systems (RSs) aim to provide personalized recommendations for users. A newly discovered bias, known as sentiment bias, uncovers a common phenomenon within Review-based RSs (RRSs): the recommendation accuracy of users or items…
In a generalized tournament, players may have an arbitrary number of matches against each other and the outcome of the games is measured on a cardinal scale with a lower and upper bound. An axiomatic approach is applied to the problem of…
Fairness of exposure is a commonly used notion of fairness for ranking systems. It is based on the idea that all items or item groups should get exposure proportional to the merit of the item or the collective merit of the items in the…
Approachability has become a standard tool in analyzing earning algorithms in the adversarial online learning setup. We develop a variant of approachability for games where there is ambiguity in the obtained reward that belongs to a set,…
We consider a stochastic tournament game in which each player is rewarded based on her rank in terms of the completion time of her own task and is subject to cost of effort. When players are homogeneous and the rewards are purely rank…
In game-theoretic learning, several agents are simultaneously following their individual interests, so the environment is non-stationary from each player's perspective. In this context, the performance of a learning algorithm is often…
Reinforcement learning solutions have great success in the 2-player general sum setting. In this setting, the paradigm of Opponent Shaping (OS), in which agents account for the learning of their co-players, has led to agents which are able…
We investigate the problem of designing optimal classifiers in the strategic classification setting, where the classification is part of a game in which players can modify their features to attain a favorable classification outcome (while…
We investigate a repeated two-player zero-sum game setting where the column player is also a designer of the system, and has full control on the design of the payoff matrix. In addition, the row player uses a no-regret algorithm to…
We consider multiplayer stochastic games in which the payoff of each player is a bounded and Borel-measurable function of the infinite play. By using a generalization of the technique of Martin (1998) and Maitra and Sudderth (1998), we show…
In a function that takes its inputs from various players, the effect of a player measures the variation he can cause in the expectation of that function. In this paper we prove a tight upper bound on the number of players with large effect,…
We study the problem of implementing equilibria of complete information games in settings of incomplete information, and address this problem using "recommender mechanisms." A recommender mechanism is one that does not have the power to…
This work is concerned with the rating of players/teams in face-to-face games with three possible outcomes: loss, win, and draw. This is one of the fundamental problems in sport analytics, where the very simple and popular, non-trivial…
Consider a two-player game repeated N times. Player 1 can choose between two styles (for interpretability, offensive and defensive), whereas Player 2 uses a single fixed style. Let X N\,:= \#wins -\#losses for Player 1 after N games, and…