Related papers: Strategies Resilient to Delay: Games under Delayed…
We introduce games with probabilistic uncertainty, a natural model for controller synthesis in which the controller observes the state of the system through imprecise sensors that provide correct information about the current state with a…
We study delay-independent stability in nonlinear models with a distributed delay which have a positive equilibrium. Such models frequently occur in population dynamics and other applications. In particular, we construct a relevant…
We introduce a formalism modelling communication of distributed agents strictly in continuous-time. Within this framework, we study the problem of synthesising local strategies for individual agents such that a specified set of goal states…
In this paper, we study the notion of admissibility for randomised strategies in concurrent games. Intuitively, an admissible strategy is one where the player plays `as well as possible', because there is no other strategy that dominates…
Zero-determinant strategies are a class of strategies in repeated games which unilaterally control payoffs. Zero-determinant strategies have attracted much attention in studies of social dilemma, particularly in the context of evolution of…
Real-world processes often exhibit temporal separation between actions and reactions - a characteristic frequently ignored in many modelling frameworks. Adding temporal aspects, like time delays, introduces a higher complexity of problems…
This article deals with classes of antagonistic games with two players. A game is specified in terms of two `hostile' stochastic processes representing mutual attacks upon random times exerting casualties of random magnitudes. The game ends…
This article introduces differential hybrid games, which combine differential games with hybrid games. In both kinds of games, two players interact with continuous dynamics. The difference is that hybrid games also provide all the features…
Economic ensembles can be modeled as networks of interacting agents whose be-haviors are described in terms of game theory. The evolutionary paradigm has been applied to two-person games to discover strategies in this context.…
An important class of differential interactive games, namely, one of the laced interactive games is considered. A posteriori analysis of such games (including the virtual a posteriori decomposition of a collective control) is discussed.…
We present a general theorem for distributed synthesis problems in coordination games with $\omega$-regular objectives of the form: If there exists a winning strategy for the coalition, then there exists an "essential" winning strategy,…
In the game-theoretic approach to controller synthesis, we model the interaction between a system to be controlled and its environment as a game between these entities, and we seek an appropriate (e.g., winning or optimal) strategy for the…
Games on graphs provide a natural and powerful model for reactive systems. In this paper, we consider generalized reachability objectives, defined as conjunctions of reachability objectives. We first prove that deciding the winner in such…
Infinitely repeated games support equilibrium concepts beyond those present in one-shot games (e.g., cooperation in the prisoner's dilemma). Nonetheless, repeated games fail to capture our real-world intuition for settings with many…
We study the complexity of solving two-player infinite duration games played on a fixed finite graph, where the control of a node is not predetermined but rather assigned randomly. In classic random-turn games, control of each node is…
We continue the investigation of finite-duration variants of infinite-duration games by extending known results for games played on finite graphs to those played on infinite ones. In particular, we establish an equivalence between pushdown…
Repeated games have a long tradition in the behavioral sciences and evolutionary biology. Recently, strategies were discovered that permit an unprecedented level of control over repeated interactions by enabling a player to unilaterally…
In this paper we investigate a differential game in which countably many dynamical objects pursue a single one. All the players perform simple motions. The duration of the game is fixed. The controls of a group of pursuers are subject to…
We compare two procedures for the iterated removal of strictly dominated strategies. In the nested procedure, a strategy of a player is removed only if it is dominated by an unremoved strategy. The universal procedure is more comprehensive…
Reactive synthesis is a class of methods to construct a provably-correct control system, referred to as a robot, with respect to a temporal logic specification in the presence of a dynamic and uncontrollable environment. This is achieved by…