Related papers: Game-Theoretically Secure Protocols for the Ordina…
Algorithms are now regularly used to decide whether defendants awaiting trial are too dangerous to be released back into the community. In some cases, black defendants are substantially more likely than white defendants to be incorrectly…
We revisit the classic problem of spreading a piece of information in a group of $n$ fully connected processors. By suitably adding a small dose of randomness to the protocol of Gasienic and Pelc (1996), we derive for the first time…
We initiate the study of fair distribution of delivery tasks among a set of agents wherein delivery jobs are placed along the vertices of a graph. Our goal is to fairly distribute delivery costs (modeled as a submodular function) among a…
In this paper, we study streaming and online algorithms in the context of randomness in the input. For several problems, a random order of the input sequence---as opposed to the worst-case order---appears to be a necessary evil in order to…
We analyse two party non-local games whose predicate requires Alice and Bob to generate matching bits, and their three party extensions where a third player receives all inputs and is required to output a bit that matches that of the…
We consider the problem of allocating a set on indivisible items to players with private preferences in an efficient and fair way. We focus on valuations that have dichotomous marginals, in which the added value of any item to a set is…
This paper considers the problem of finding strategies that satisfy a mixture of sure and threshold objectives in Markov decision processes. We focus on a single $\omega$-regular objective expressed as parity that must be surely met while…
In the assignment problem, a set of items must be allocated to unit-demand agents who express ordinal preferences (rankings) over the items. In the assignment problem with priorities, agents with higher priority are entitled to their…
Graph games provide the foundation for modeling and synthesizing reactive processes. In the synthesis of stochastic reactive processes, the traditional model is perfect-information stochastic games, where some transitions of the game graph…
One-sided matching mechanisms are fundamental for assigning a set of indivisible objects to a set of self-interested agents when monetary transfers are not allowed. Two widely-studied randomized mechanisms in multiagent settings are the…
In this paper, we focus our attention on the large capacities unsplittable flow problem in a game theoretic setting. In this setting, there are selfish agents, which control some of the requests characteristics, and may be dishonest about…
We study the problem of assigning indivisible objects to agents where each is to receive at most one. To ensure fairness in the absence of monetary compensation, we consider random assignments. Random Priority, also known as Random Serial…
We improve the fundamental security threshold of eventual consensus Proof-of-Stake (PoS) blockchain protocols under the longest-chain rule by showing, for the first time, the positive effect of rounds with concurrent honest leaders. Current…
In many problem settings, most notably in game playing, an agent receives a possibly delayed reward for its actions. Often, those rewards are handcrafted and not naturally given. Even simple terminal-only rewards, like winning equals one…
We study the problem of fair allocation of a set of indivisible items among agents with additive valuations, under cardinality constraints. In this setting, the items are partitioned into categories, each with its own limit on the number of…
Simple stochastic games are turn-based 2.5-player games with a reachability objective. The basic question asks whether one player can ensure reaching a given target with at least a given probability. A natural extension is games with a…
Existing multi-objective reinforcement learning (MORL) algorithms do not account for objectives that arise from players with differing beliefs. Concretely, consider two players with different beliefs and utility functions who may cooperate…
In several standard models of dynamic programming (gambling houses, MDPs, POMDPs), we prove the existence of a very robust notion of value for the infinitely repeated problem, namely the pathwise uniform value. This solves two open…
In \emph{zero-sum two-player hidden stochastic games}, players observe partial information about the state. We address: $(i)$ the existence of the \emph{uniform value}, i.e., a limiting average payoff that both players can guarantee for…
In this paper, we consider zero-sum repeated games in which the maximizer is restricted to strategies requiring no more than a limited amount of randomness. Particularly, we analyze the maxmin payoff of the maximizer in two models: the…