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This paper contributes to the program of numerical characterisation and classification of simple games outlined in the classical monograph of von Neumann and Morgenstern (1944). One of the most fundamental questions of this program is what…
Parrondo games with spatial dependence were introduced by Toral (2001) and have been studied extensively. In Toral's model $N$ players are arranged in a circle. The players play either game $A$ or game $B$. In game $A$, a randomly chosen…
We consider infinite duration alternating move games. These games were previously studied by Roth, Balcan, Kalai and Mansour. They presented an FPTAS for computing an approximated equilibrium, and conjectured that there is a polynomial…
We consider two-player games played on weighted directed graphs with mean-payoff and total-payoff objectives, two classical quantitative objectives. While for single-dimensional games the complexity and memory bounds for both objectives…
Hedonic games formalize coalition formation scenarios where players evaluate an outcome based on the coalition they are contained in. Due to a large number of possible coalitions, compact representations of these games are crucial. We…
n infinite two-player zero-sum game with a Borel winning set, in which the opponent's actions are monitored eventually but not necessarily immediately after they are played, is determined. The proof relies on a representation of the game as…
We introduce and analyse an extension of the disjunctive sum operation on some classical impartial games. Whereas the disjunctive sum describes positions formed from independent subpositions, our operation combines positions that are not…
Regular games form a well-established class of games for analysis and synthesis of reactive systems. They include coloured Muller games, McNaughton games, Muller games, Rabin games, and Streett games. These games are played on directed…
We study the computational complexity of the popular board game backgammon. We show that deciding whether a player can win from a given board configuration is NP-Hard, PSPACE-Hard, and EXPTIME-Hard under different settings of known and…
The convexification numerical method with the rigorously established global convergence property is constructed for a problem for the Mean Field Games System of the second order. This is the problem of the retrospective analysis of a game…
Calude et al. have recently shown that parity games can be solved in quasi-polynomial time, a landmark result that has led to a number of approaches with quasi-polynomial complexity. Jurdinski and Lasic have further improved the precise…
Mean-payoff games are important quantitative models for open reactive systems. They have been widely studied as games of full observation. In this paper we investigate the algorithmic properties of several sub-classes of mean-payoff games…
We study the Riemannian distance function from a fixed point (a point-wise target) of Euclidean space in the presence of a compact obstacle bounded by a smooth hypersurface. First, we show that such a function is locally semiconcave with a…
The Shapley value is one of the most important solution concepts in cooperative game theory. In coalitional games without externalities, it allows to compute a unique payoff division that meets certain desirable fairness axioms. However, in…
We study robust Markov games (RMG) with $s$-rectangular uncertainty. We show a general equivalence between computing a robust Nash equilibrium (RNE) of a $s$-rectangular RMG and computing a Nash equilibrium (NE) of an appropriately…
We derive multiparty games that, if the winning chance exceeds a certain limit, prove the incompatibility of the parties' causal relations with any partial order. This, in turn, means that the parties exert a back-action on the causal…
In this paper we introduce the novel framework of distributionally robust games. These are multi-player games where each player models the state of nature using a worst-case distribution, also called adversarial distribution. Thus each…
We study impartial take away games on 2 unordered piles of finite nonnegative numbers of tokens $(x,y)$. Two players alternate in removing at least one and at most all tokens from the respective piles, according to certain rules, and the…
Unlike Poker where the action space $\mathcal{A}$ is discrete, differential games in the physical world often have continuous action spaces not amenable to discrete abstraction, rendering no-regret algorithms with…
We introduce a problem set-up we call the Iterated Matching Pennies (IMP) game and show that it is a powerful framework for the study of three problems: adversarial learnability, conventional (i.e., non-adversarial) learnability and…