Related papers: This Game Is Not Going To Analyze Itself
We show that, by using multiplicative weights in a game-theoretic thought experiment (and an important convexity result on the composition of multiplicative weights with the relative entropy function), a symmetric bimatrix game (that is, a…
The balancing process for game levels in competitive two-player contexts involves a lot of manual work and testing, particularly for non-symmetrical game levels. In this work, we frame game balancing as a procedural content generation task…
In this paper, we study a two-stage stochastic version of the assignment game, which is a fundamental cooperative game. Given an initial setting, the set of players may change in the second stage according to some probability distribution,…
We present a mathematical framework for modeling two-player noncooperative games in which one player is uncertain of the other player's costs but can preemptively allocate information-gathering resources to reduce this uncertainty. We refer…
Petri games are a multi-player game model for the automatic synthesis of distributed systems, where the players are represented as tokens on a Petri net and are grouped into environment players and system players. As long as the players…
We propose a class of two person perfect information games based on weighted graphs. One of these games can be described in terms of a round pizza which is cut radially into pieces of varying size. The two players alternately take pieces…
Asymmetric self-play has emerged as a promising paradigm for post-training large language models, where a teacher continually generates questions for a student to solve at the edge of the student's learnability. Although these methods…
We study the problem of computing Stackelberg equilibria Stackelberg games whose underlying structure is in congestion games, focusing on the case where each player can choose a single resource (a.k.a. singleton congestion games) and one of…
We study the optimization problem faced by a perfectly informed principal in a Bayesian game, who reveals information to the players about the state of nature to obtain a desirable equilibrium. This signaling problem is the natural design…
Strategic interactions can be represented more concisely, and analyzed and solved more efficiently, if we are aware of the symmetries within the multiagent system. Symmetries also have conceptual implications, for example for equilibrium…
This article introduces a class of $Nash$ games among $Stackelberg$ players ($NASPs$), namely, a class of simultaneous non-cooperative games where the players solve sequential Stackelberg games. Specifically, each player solves a…
Evolutionary anti-coordination games on networks capture real-world strategic situations such as traffic routing and market competition. In such games, agents maximize their utility by choosing actions that differ from their neighbors'…
In this paper we introduce a novel flow representation for finite games in strategic form. This representation allows us to develop a canonical direct sum decomposition of an arbitrary game into three components, which we refer to as the…
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…
By resorting to the vector space structure of finite games, skew-symmetric games (SSGs) are proposed and investigated as a natural subspace of finite games. First of all, for two player games, it is shown that the skew-symmetric games form…
Various forms of sorting problems have been studied over the years. Recently, two kinds of sorting puzzle apps are popularized. In these puzzles, we are given a set of bins filled with colored units, balls or water, and some empty bins.…
We obtain global, non-asymptotic convergence guarantees for independent learning algorithms in competitive reinforcement learning settings with two agents (i.e., zero-sum stochastic games). We consider an episodic setting where in each…
Games, in their mathematical sense, are everywhere (game industries, economics, defense, education, chemistry, biology, ...).Search algorithms in games are artificial intelligence methods for playing such games. Unfortunately, there is no…
Most approaches to the synthesis of reactive systems study the problem in terms of a two-player game with complete observation. In many applications, however, the system's environment consists of several distinct entities, and the system…
The process of playtesting a game is subjective, expensive and incomplete. In this paper, we present a playtesting approach that explores the game space with automated agents and collects data to answer questions posed by the designers.…