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Probabilistic concurrent/distributed strategies have so far not been investigated thoroughly in the context of imperfect information, where the Player has only partial knowledge of the moves made by the Opponent. In a situation where the…
Many natural processes rely on optimizing the success ratio of a search process. We use an experimental setup consisting of a simple online game in which players have to find a target hidden on a board, to investigate the how the rounds are…
We define a two-player combinatorial game in which players take alternate turns; each turn consists on deleting a vertex of a graph, together with all the edges containing such vertex. If any vertex became isolated by a player's move then…
We consider a zero sum differential game with lack of observation on one side. The initial state of the system is drawn at random according to some probability $\mu_0$ on $\R^N$. Player-I is informed of the initial position of state while…
We revisit classic algorithmic search and optimization problems from the perspective of competition. Rather than a single optimizer minimizing expected cost, we consider a zero-sum game in which an optimization problem is presented to two…
In a zero-sum stochastic game with signals, at each stage, two adversary players take decisions and receive a stage payoff determined by these decisions and a variable called state. The state follows a Markov chain, that is controlled by…
This paper investigates the discrete-time asynchronous games in which noncooperative agents seek to minimize their individual cost functions. Building on the assumption of partial asynchronism, i.e., each agent updates at least once within…
We study the classic divide-and-choose method for equitably allocating divisible goods between two players who are rational, self-interested Bayesian agents. The players have additive values for the goods. The prior distributions on those…
We study the role of costly information in non-cooperative two-player games when an extrinsic third party information broker is introduced asymmetrically, allowing one player to obtain information about the other player's action. This…
A valuation for a player in a game in extensive form is an assignment of numeric values to the players moves. The valuation reflects the desirability moves. We assume a myopic player, who chooses a move with the highest valuation.…
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…
Innovative auction methods can be exploited to increase profits, with Shubik's famous "dollar auction" perhaps being the most widely known example. Recently, some mainstream e-commerce web sites have apparently achieved the same end on a…
This paper studies the optimization of strategies in the context of possibly randomized two players zero-sum games with incomplete information. We compare 5 algorithms for tuning the parameters of strategies over a benchmark of 12 games. A…
We study the biased $(1:b)$ Maker--Breaker positional games, played on the edge set of the complete graph on $n$ vertices, $K_n$. Given Breaker's bias $b$, possibly depending on $n$, we determine the bounds for the minimal number of moves,…
The maintenance of cooperation in the presence of spatial restrictions has been studied extensively. It is well-established that the underlying graph topology can significantly influence the outcome of games on graphs. Maintenance of…
We consider a hide-and-seek game between a Hider and a Seeker over a finite set of locations. The Hider chooses one location to conceal a stationary treasure, while the Seeker visits the locations sequentially along a route. As the search…
We introduce and analyze a variation of the Bertrand game in which the revenue is shared between two players. This game models situations in which one economic agent can provide goods/services to consumers either directly or through an…
Motivated by the controller placement problems in software-defined networks and the fair division principles of classical "cake cutting", we investigate the following two-player zero-sum game. In our model, a defender places a limited…
Computational advertising has been studied to design efficient marketing strategies that maximize the number of acquired customers. In an increased competitive market, however, a market leader (a leader) requires the acquisition of new…
We introduce a game where players selfishly choose a resource and endure a cost depending on the number of players choosing nearby resources. We model the influences among resources by a weighted graph, directed or not. These games are…