Related papers: Computing Adequately Permissive Assumptions for Sy…
In this paper, we investigate the rational synthesis problem for concurrent game structure for a variety of objectives ranging from reachability to Muller condition. We propose a new algorithm that establishes the decidability of the non…
Nash equilibrium (NE) assumes that players always make a best response. However, this is not always true; sometimes people cooperate even it is not a best response to do so. For example, in the Prisoner's Dilemma, people often cooperate.…
Concurrent games with a fixed number of agents have been thoroughly studied, with various solution concepts and objectives for the agents. In this paper, we consider concurrent games with an arbitrary number of agents, and study the problem…
Reachability games are two-player games played on a graph, where the objective of $\texttt{REACH}$ player is to reach the target set whereas the objective of $\texttt{SAFE}$ player is to stay away from the target set. Reachability games…
Game-theoretic techniques and equilibria analysis facilitate the design and verification of competitive systems. While algorithmic complexity of equilibria computation has been extensively studied, practical implementation and application…
Strategic interactions often take place in an environment rife with uncertainty. As a result, the equilibrium of a game is intimately related to the information available to its players. The \emph{signaling problem} abstracts the task faced…
We consider zero-sum games on infinite graphs, with objectives specified as sets of infinite words over some alphabet of colors. A well-studied class of objectives is the one of $\omega$-regular objectives, due to its relation to many…
Stochastic two-player games model systems with an environment that is both adversarial and stochastic. The adversarial part of the environment is modeled by a player (Player 2) who tries to prevent the system (Player 1) from achieving its…
We consider the problem of estimating the probability matrix governing a tournament or linkage in graphs from incomplete observations, under the assumption that the probability matrix satisfies natural monotonicity constraints after being…
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…
Games with incomplete preferences are an important model for studying rational decision-making in scenarios where players face incomplete information about their preferences and must contend with incomparable outcomes. We study the problem…
When reasoning about the strategic capabilities of an agent, it is important to consider the nature of its adversaries. In the particular context of controller synthesis for quantitative specifications, the usual problem is to devise a…
We introduce a way to parameterize automata and games on finite graphs with natural numbers. The parameters are accessed essentially by allowing counting down from the parameter value to 0 and branching depending on whether 0 has been…
We prove a theorem computing the number of solutions to a system of equations which is generic subject to the sparsity conditions embodied in a graph. We apply this theorem to games obeying graphical models and to extensive-form games. We…
Several works have shown unconditional hardness (via integrality gaps) of computing equilibria using strong hierarchies of convex relaxations. Such results however only apply to the problem of computing equilibria that optimize a certain…
We introduce a "high probability" framework for repeated games with incomplete information. In our non-equilibrium setting, players aim to guarantee a certain payoff with high probability, rather than in expected value. We provide a high…
Agents in mixed-motive coordination problems such as Chicken may fail to coordinate on a Pareto-efficient outcome. Safe Pareto improvements (SPIs) were originally proposed to mitigate miscoordination in cases where players lack…
We study the computational complexity of computing or approximating a quasi-proper equilibrium for a given finite extensive form game of perfect recall. We show that the task of computing a symbolic quasi-proper equilibrium is…
Hybrid games are games played on a finite graph endowed with real variables which may model behaviors of discrete controllers of continuous systems. The synthesis problem for hybrid games is decidable for classical objectives (like LTL…
Automata representing game-semantic models of programs are meant to operate in environments whose input-output behaviour is constrained by the rules of a game. This can lead to a notion of equivalence between states which is weaker than the…