Related papers: Strategies in deterministic totally-ordered-time g…
Self-serving, rational agents sometimes cooperate to their mutual benefit. The two-player iterated prisoner's dilemma game is a model for including the emergence of cooperation. It is generally believed that there is no simple ultimatum…
Repeated games have a long tradition in the behavioral sciences and evolutionary biology. Recently, strategies were discovered that permit an unprecedented level of control over repeated interactions by enabling a player to unilaterally…
We consider turn-based game arenas for which we investigate uniformity properties of strategies. These properties involve bundles of plays, that arise from some semantical motive. Typically, we can represent constraints on allowed…
In two-player games on graphs, the simplest possible strategies are those that can be implemented without any memory. These are called positional strategies. In this paper, we characterize objectives recognizable by deterministic B\"uchi…
What is a finite-state strategy in a delay game? We answer this surprisingly non-trivial question by presenting a very general framework that allows to remove delay: finite-state strategies exist for all winning conditions where the…
This paper studies the equilibrium properties of the ``obvious strategy profile'' in large finite-player games. Each player in such a strategy profile simply adopts a randomized strategy as she would have used in a symmetric equilibrium of…
In this note, we prove the existence of an equilibrium concept, dubbed conditional strategy equilibrium, for non-cooperative games in which a strategy of a player is a function from the other players' actions to her own actions. We study…
In the context of strategic games, we provide an axiomatic proof of the statement Common knowledge of rationality implies that the players will choose only strategies that survive the iterated elimination of strictly dominated strategies.…
To predict the behavior of a population game when time becomes very long, the process that characterizes the evolution of our game dynamics must be reversible. Known games satisfying this are 2 strategy games as well as potential games with…
We consider games played on finite graphs, whose goal is to obtain a trace belonging to a given set of winning traces. We focus on those states from which Player 1 cannot force a win. We explore and compare several criteria for establishing…
Zero-determinant strategies are memory-one strategies in repeated games which unilaterally enforce linear relations between expected payoffs of players. Recently, the concept of zero-determinant strategies was extended to the class of…
We propose a new determinacy hypothesis for transfinite games, use the hypothesis to extend the perfect set theorem, prove relationships between various determinacy hypotheses, expose inconsistent versions of determinacy, and provide a…
We give a self-contained and elementary proof for boundedness, existence, and uniqueness of solutions to dynamic programming principles (DPP) for biased tug-of-war games with running costs. The domain we work in is very general, and as a…
Projection games constitute an important class of nonlocal games where, for any answer from the first player, there is a unique correct answer for the second player. This class of games captures nonlocal games arising from constraint…
Axioms are presented which encapsulate the properties satisfied by categories of games which form the basis of results on full abstraction for PCF and other programming languages, and on full completeness for various logics and type…
Game semantics aim at describing the interactive behaviour of proofs by interpreting formulas as games on which proofs induce strategies. In this article, we introduce a game semantics for a fragment of first order propositional logic. One…
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…
We examine perfect information stochastic mean-payoff games - a class of games containing as special sub-classes the usual mean-payoff games and parity games. We show that deterministic memoryless strategies that are optimal for discounted…
We consider a two-player game of war of attrition under complete information. It is well-known that this class of games admits equilibria in pure, as well as mixed strategies, and much of the literature has focused on the latter. We show…
Infinite games with imperfect information are known to be undecidable unless the information flow is severely restricted. One fundamental decidable case occurs when there is a total ordering among players, such that each player has access…