Related papers: This Game Is Not Going To Analyze Itself
This paper studies the rational synthesis problem for multi-player games played on graphs when rational players are following subgame perfect equilibria. In these games, one player, the system, declares his strategy upfront, and the other…
All roads lead to Rome is the core idea of the puzzle game Roma. It is played on an $n \times n$ grid consisting of quadratic cells. Those cells are grouped into boxes of at most four neighboring cells and are either filled, or to be…
Self-play is a technique for machine learning in multi-agent systems where a learning algorithm learns by interacting with copies of itself. Self-play is useful for generating large quantities of data for learning, but has the drawback that…
We unify and consolidate various results about non-signall-ing games, a subclass of non-local two-player one-round games, by introducing and studying several new families of games and establishing general theorems about them, which extend a…
Synchronous linear constraint system games are nonlocal games that verify whether or not two players share a solution to a given system of equations. Two algebraic objects associated to these games encode information about the existence of…
We study the problem of finding Stackelberg equilibria in games with a massive number of players. So far, the only known game instances in which the problem is solved in polynomial time are some particular congestion games. However, a…
We analyze the computational complexity of several new variants of edge-matching puzzles. First we analyze inequality (instead of equality) constraints between adjacent tiles, proving the problem NP-complete for strict inequalities but…
Characterizing the limit behavior -- that is, the attractors -- of learning dynamics is one of the most fundamental open questions in game theory. In recent work on this front, it was conjectured that the attractors of the replicator…
We study the complexity of the popular one player combinatorial game known as Flood-It. In this game the player is given an n by n board of tiles where each tile is allocated one of c colours. The goal is to make the colours of all tiles…
Introducing the simplest of all No-Signalling Games: the RGB Game where two verifiers interrogate two provers, Alice and Bob, far enough from each other that communication between them is too slow to be possible. Each prover may be…
We present and analyze PackIt!, a turn-based game consisting of packing rectangles on an $n \times n$ grid. PackIt! can be easily played on paper, either as a competitive two-player game or in \emph{solitaire} fashion. On the $t$-th turn, a…
We establish several strong equivalences of synchronous non-local games, in the sense that the corresponding game algebras are $*$-isomorphic. We first show that the game algebra of any synchronous game on $n$ inputs and $k$ outputs is…
We study best-response type learning dynamics for zero-sum polymatrix games under two information settings. The two settings are distinguished by the type of information that each player has about the game and their opponents' strategy. The…
The semi-random graph process is a single player game in which the player is initially presented an empty graph on $n$ vertices. In each round, a vertex $u$ is presented to the player independently and uniformly at random. The player then…
This paper studies two-player zero-sum repeated Bayesian games in which every player has a private type that is unknown to the other player, and the initial probability of the type of every player is publicly known. The types of players are…
We introduce consumption games, a model for discrete interactive system with multiple resources that are consumed or reloaded independently. More precisely, a consumption game is a finite-state graph where each transition is labeled by a…
Self-supervised learning (SSL) techniques have been widely used to learn compact and informative representations from high-dimensional complex data. In many computer vision tasks, such as image classification, such methods achieve…
We consider the problem of solving random parity games. We prove that parity games exibit a phase transition threshold above $d_P$, so that when the degree of the graph that defines the game has a degree $d > d_P$ then there exists a…
The New York Times (NYT) games have found widespread popularity in recent years and reportedly account for an increasing fraction of the newspaper's readership. In this paper, we bring the computational lens to the study of New York Times…
We introduce a new virtual environment for simulating a card game known as "Big 2". This is a four-player game of imperfect information with a relatively complicated action space (being allowed to play 1,2,3,4 or 5 card combinations from an…