Related papers: Quantitative Planning with Action Deception in Con…
We study a continuous-time stochastic Stackelberg game in which a leader seeks to accomplish a primary objective while inferring a hidden parameter of a rational follower. The follower solves an entropy-regularized tracking problem and…
We characterize exact, and approximate, optimality of games that players can interact with using quantum strategies. In comparison to a previous work of the author, arXiv: 2311.12887, which applied a 2016 framework due to Ostrev for…
Consider concurrent, infinite duration, two-player win/lose games played on graphs. If the winning condition satisfies some simple requirement, the existence of Player 1 winning (finite-memory) strategies is equivalent to the existence of…
We propose a distributed algorithm for multiagent systems that aim to optimize a common objective when agents differ in their estimates of the objective-relevant state of the environment. Each agent keeps an estimate of the environment and…
Overcoming the impact of selfish behavior of rational players in multiagent systems is a fundamental problem in game theory. Without any intervention from a central agent, strategic users take actions in order to maximize their personal…
Strategic classification studies the problem where self-interested individuals or agents manipulate their response to obtain favorable decision outcomes made by classifiers, typically turning to dishonest actions when they are less costly…
When two or more self-interested agents put their plans to execution in the same environment, conflicts may arise as a consequence, for instance, of a common utilization of resources. In this case, an agent can postpone the execution of a…
Motivated by applications in job scheduling, queuing networks, and load balancing in cyber-physical systems, we develop and analyze a game-theoretic framework to balance the load among servers in static and dynamic settings. In these…
We compare games under delayed control and delay games, two types of infinite games modelling asynchronicity in reactive synthesis. In games under delayed control both players suffer from partial informedness due to symmetrically delayed…
Strategic decision-making in uncertain and adversarial environments is crucial for the security of modern systems and infrastructures. A salient feature of many optimal decision-making policies is a level of unpredictability, or randomness,…
Deception is a crucial tool in the cyberdefence repertoire, enabling defenders to leverage their informational advantage to reduce the likelihood of successful attacks. One way deception can be employed is through obscuring, or masking,…
This paper is concerned with the synthesis of strategies in network systems with active cyber deception. Active deception in a network employs decoy systems and other defenses to conduct defensive planning against the intrusion of malicious…
Infinitely repeated games can support cooperative outcomes that are not equilibria in the one-shot game. The idea is to make sure that any gains from deviating will be offset by retaliation in future rounds. However, this model of…
An important challenge in non-cooperative game theory is coordinating on a single (approximate) equilibrium from many possibilities - a challenge that becomes even more complex when players hold private information. Recommender mechanisms…
Game balancing is an important part of the (computer) game design process, in which designers adapt a game prototype so that the resulting gameplay is as entertaining as possible. In industry, the evaluation of a game is often based on…
We investigate concurrent two-player win/lose stochastic games on finite graphs with prefix-independent objectives. We characterize subgame optimal strategies and use this characterization to show various memory transfer results: 1) For a…
Graph games are fundamental in strategic reasoning of multi-agent systems and their environments. We study a new family of graph games which combine stochastic environmental uncertainties and auction-based interactions among the agents,…
Stochastic timed games (STGs), introduced by Bouyer and Forejt, naturally generalize both continuous-time Markov chains and timed automata by providing a partition of the locations between those controlled by two players (Player Box and…
The research on coalitional games has focused on how to share the reward among a coalition such that players are incentivised to collaborate together. It assumes that the (deterministic or stochastic) characteristic function is known in…
There are only a few learning algorithms applicable to stochastic dynamic teams and games which generalize Markov decision processes to decentralized stochastic control problems involving possibly self-interested decision makers. Learning…