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We consider two-player games played in real time on game structures with clocks where the objectives of players are described using parity conditions. The games are \emph{concurrent} in that at each turn, both players independently propose…
This paper presents a potential game approach for distributed cooperative selection of informative sensors, when the goal is to maximize the mutual information between the measurement variables and the quantities of interest. It is proved…
A central task of artificial intelligence is the design of artificial agents that act towards specified goals in partially observed environments. Since such environments frequently include interaction over time with other agents with their…
In this paper, we deepen the study of two-player Stackelberg games played on graphs in which Player $0$ announces a strategy and Player $1$, having several objectives, responds rationally by following plays providing him Pareto-optimal…
We consider a matching problem, which is meaningful in team competitions, as well as in information theory, recommender systems, and assignment problems. In the competitions which we study, each competitor in a team order plays a match with…
One practical requirement in solving dynamic games is to ensure that the players play well from any decision point onward. To satisfy this requirement, existing efforts focus on equilibrium refinement, but the scalability and applicability…
This paper presents an approach that brings together game theory with grammatical inference and discrete abstractions in order to synthesize control strategies for hybrid dynamical systems performing tasks in partially unknown but…
Semidefinite programming can be considered over any real closed field, including fields of Puiseux series equipped with their nonarchimedean valuation. Nonarchimedean semidefinite programs encode parametric families of classical…
In repeated games, players choose actions concurrently at each step. We consider a parameterized setting of repeated games in which the players form a population of an arbitrary size. Their utility functions encode a reachability objective.…
Mean-payoff games (MPGs) are infinite duration two-player zero-sum games played on weighted graphs. Under the hypothesis of perfect information, they admit memoryless optimal strategies for both players and can be solved in…
In this paper, we study the average case complexity of the Unique Games problem. We propose a natural semi-random model, in which a unique game instance is generated in several steps. First an adversary selects a completely satisfiable…
According to Shapley's game-theoretical result, there exists a unique game value of finite cooperative games that satisfies axioms on additivity, efficiency, null-player property and symmetry. The original setting requires symmetry with…
We study equilibrium computation with extensive-form correlation in two-player turn-taking stochastic games. Our main results are two-fold: (1) We give an algorithm for computing a Stackelberg extensive-form correlated equilibrium (SEFCE),…
We consider concurrent games played on graphs. At every round of a game, each player simultaneously and independently selects a move; the moves jointly determine the transition to a successor state. Two basic objectives are the safety…
A strategy profile in a multi-player game is a Nash equilibrium if no player can unilaterally deviate to achieve a strictly better payoff. A profile is an $\epsilon$-Nash equilibrium if no player can gain more than $\epsilon$ by…
A natural goal in multiagent learning besides finding equilibria is to learn rationalizable behavior, where players learn to avoid iteratively dominated actions. However, even in the basic setting of multiplayer general-sum games, existing…
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…
Timed automata are a convenient mathematical model for modelling and reasoning about real-time systems. While they provide a powerful way of representing timing aspects of such systems, timed automata assume arbitrary precision and…
Simple games cover voting systems in which a single alternative, such as a bill or an amendment, is pitted against the status quo. A simple game or a yes-no voting system is a set of rules that specifies exactly which collections of ``yea''…
Stochastic games are an important class of problems that generalize Markov decision processes to game theoretic scenarios. We consider finite state two-player zero-sum stochastic games over an infinite time horizon with discounted rewards.…