Related papers: The graph structure of two-player games
Replicator dynamics have been widely used in evolutionary game theory to model how strategy frequencies evolve over time in large populations. The so-called payoff matrix encodes the pairwise fitness that each strategy obtains when…
In multi-agent reinforcement learning (MARL) and game theory, agents repeatedly interact and revise their strategies as new data arrives, producing a sequence of strategy profiles. This paper studies sequences of strategies satisfying a…
We consider a dynamic social network model in which agents play repeated games in pairings determined by a stochastically evolving social network. Individual agents begin to interact at random, with the interactions modeled as games. The…
This paper provides sufficient conditions for the existence of solutions for two-person zero-sum games with inf/sup-compact payoff functions and with possibly noncompact decision sets for both players. Payoff functions may be unbounded, and…
The numbers game is a one-player game played on a finite simple graph with certain "amplitudes" assigned to its edges and with an initial assignment of real numbers to its nodes. The moves of the game successively transform the numbers at…
A generalized model of games is proposed, in which cooperative games and non-cooperative games are special cases. Some games that are neither cooperative nor non-cooperative can be expressed and analyzed. The model is based on relationships…
This work investigates the problem of multi-agents trajectory prediction. Prior approaches lack of capability of capturing fine-grained dependencies among coordinated agents. In this paper, we propose a spatial-temporal trajectory…
In multiplayer games with sequential decision-making, self-interested players form dynamic coalitions to achieve most-preferred temporal goals beyond their individual capabilities. We introduce a novel procedure to synthesize strategies…
In multi-agent settings, game theory is a natural framework for describing the strategic interactions of agents whose objectives depend upon one another's behavior. Trajectory games capture these complex effects by design. In competitive…
We study two-player games on finite graphs. Turn-based games have many nice properties, but concurrent games are harder to tame: e.g. turn-based stochastic parity games have positional optimal strategies, whereas even basic concurrent…
We consider a class of jump games in which agents of different types occupy the nodes of a graph aiming to maximize the variety of types in their neighborhood. In particular, each agent derives a utility equal to the number of types…
We analyse the typical structure of games in terms of the connectivity properties of their best-response graphs. Our central result shows that, among games that are `generic' (without indifferences) and that have a pure Nash equilibrium,…
We study the dynamics of evolution of points of agents placed in the vertices of a graph within the rules of two-agent units of competition where an edge is randomly chosen and the agent with higher points gets a new point with a…
Multiplayer games have long been used as testbeds in artificial intelligence research, aptly referred to as the Drosophila of artificial intelligence. Traditionally, researchers have focused on using well-known games to build strong agents.…
Communities typically capture homophily as people of the same community share many common features. This paper is motivated by the problem of community detection in social networks, as it can help improve our understanding of the network…
Most networks are not static objects, but instead they change over time. This observation has sparked rigorous research on temporal graphs within the last years. In temporal graphs, we have a fixed set of nodes and the connections between…
The gameplay of strategic board games such as chess, Go and Hex is often characterized by combinatorial, relational structures -- capturing distinct interactions and non-local patterns -- and not just images. Nonetheless, most common…
The paper introduces two player connectivity games played on finite bipartite graphs. Algorithms that solve these connectivity games can be used as subroutines for solving M\"uller games. M\"uller games constitute a well established class…
Unlike Poker where the action space $\mathcal{A}$ is discrete, differential games in the physical world often have continuous action spaces not amenable to discrete abstraction, rendering no-regret algorithms with…
The ability of a deterministic, plastic system to learn to imitate stochastic behavior is analyzed. Two neural networks -actually, two perceptrons- are put to play a zero-sum game one against the other. The competition, by acting as a kind…