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Stochastic games are a convenient formalism for modelling systems that comprise rational agents competing or collaborating within uncertain environments. Probabilistic model checking techniques for this class of models allow us to formally…
We address the task of verifying whether a quantum computer, designed to be protected by a specific stabilizer code, correctly encodes the corresponding logical qubits. To achieve this, we develop a general framework for subspace…
With the continuous advancement of Large Language Models (LLMs), intelligent agents are becoming increasingly vital. However, these agents often fail in environments governed by implicit rules--hidden constraints that cannot be observed…
We demonstrate that multipartite entanglement, witnessed by the quantum Fisher information (QFI), can characterize topological quantum phase transitions in the spin-$\frac{1}{2}$ toric code model on a square lattice with external fields. We…
We propose a grounded dialogue state encoder which addresses a foundational issue on how to integrate visual grounding with dialogue system components. As a test-bed, we focus on the GuessWhat?! game, a two-player game where the goal is to…
From the 1970s up to now, Mastermind, a classic two-player game, has attracted plenty of attention, not only from the public as a popular game, but also from the academic community as a scientific issue. Mastermind with n positions and k…
Game-Based Learning has proven to be an effective method for enhancing engagement with educational material. However, gaining a deeper understanding of player strategies remains challenging. Sequential game-state and action-based tracking…
Chess has long served as a canonical testbed for artificial intelligence, but modeling approaches for its central tasks have diverged. Maximizing playing strength, predicting human play, and enabling interpretability are typically solved…
We initiate the study of the phantom version of Maker-Breaker positional games. In a phantom game, the moves of one of the players are hidden from the other player, who still has the complete information. We look at the biased $(a:b)$…
The choice of visual representation is key to scaling generalist robot policies. However, direct evaluation via policy rollouts is expensive, even in simulation. Existing proxy metrics focus on the representation's capacity to capture…
In applied game theory the motivation of players is a key element. It is encoded in the payoffs of the game form and often based on utility functions. But there are cases were formal descriptions in the form of a utility function do not…
Rubik's Cube is one of the most famous combinatorial puzzles involving nearly $4.3 \times 10^{19}$ possible configurations. Its mathematical description is expressed by the Rubik's group, whose elements define how its layers rotate. We…
A two-player one-round binary game consists of two cooperative players who each replies by one bit to a message that he receives privately; they win the game if both questions and answers satisfy some predetermined property. A game is…
In this work, we investigate the positional encoding methods used in language pre-training (e.g., BERT) and identify several problems in the existing formulations. First, we show that in the absolute positional encoding, the addition…
The Stackelberg equilibrium solution concept describes optimal strategies to commit to: Player 1 (termed the leader) publicly commits to a strategy and Player 2 (termed the follower) plays a best response to this strategy (ties are broken…
We develop a new approach that computes approximate equilibrium strategies in Jotto, a popular word game. Jotto is an extremely large two-player game of imperfect information; its game tree has many orders of magnitude more states than…
We quantise the generalised Hawk-Dove Game. By restricting the strategy space available to the players, we show that every game of this type can be extended into the quantum realm to produce a Pareto optimal evolutionarily stable strategy.…
Recent successes of game-theoretic formulations in ML have caused a resurgence of research interest in differentiable games. Overwhelmingly, that research focuses on methods and upper bounds on their speed of convergence. In this work, we…
World models require state tracking, which is the ability to maintain a correct latent state across action sequences. Existing benchmarks are often synthetic or language-based, limiting their value as tests of structured state updates in…
In this paper we introduce temporal action graph games (TAGGs), a novel graphical representation of imperfect-information extensive form games. We show that when a game involves anonymity or context-specific utility independencies, its…