Related papers: History Filtering in Imperfect Information Games: …
We propose a generic mechanism for incentivizing behavior in an arbitrary finite game using payments. Doing so is trivial if the mechanism is allowed to observe all actions taken in the game, as this allows it to simply punish those agents…
We consider learning to play multiplayer imperfect-information games with simultaneous moves and large state-action spaces. Previous attempts to tackle such challenging games have largely focused on model-free learning methods, often…
Complex sequential decision-making planning problems, covering infinite states' space have been shown to be solvable by AlphaZero type of algorithms. Such an approach that trains a neural model while simulating projection of futures with a…
Recent advances in bandit tools and techniques for sequential learning are steadily enabling new applications and are promising the resolution of a range of challenging related problems. We study the game tree search problem, where the goal…
We address the problem of solving parity games with imperfect information on finite graphs of bounded structural complexity. It is a major open problem whether parity games with perfect information can be solved in PTIME. Restricting the…
This paper investigates a class of games with large strategy spaces, motivated by challenges in AI alignment and language games. We introduce the hidden game problem, where for each player, an unknown subset of strategies consistently…
In the past three decades, deductive games have become interesting from the algorithmic point of view. Deductive games are two players zero sum games of imperfect information. The first player, called "codemaker", chooses a secret code and…
Designing agents that are able to achieve different play-styles while maintaining a competitive level of play is a difficult task, especially for games for which the research community has not found super-human performance yet, like…
Knuth and Moore presented a theoretical lower bound on the number of leaves that any fixed-depth minimax tree-search algorithm traversing a uniform tree must explore, the so-called minimal tree. Since real-life minimax trees are not…
The most important factors which contribute to the efficiency of game-theoretical algorithms are time and game complexity. In this study, we have offered an elegant method to deal with high complexity of game theoretic multi-objective…
We present a novel algorithm for the minimum-depth elimination tree problem, which is equivalent to the optimal treedepth decomposition problem. Our algorithm makes use of two cheaply-computed lower bound functions to prune the search tree,…
Infinite games with imperfect information are known to be undecidable unless the information flow is severely restricted. One fundamental decidable case occurs when there is a total ordering among players, such that each player has access…
In the game theory literature, there appears to be little research on equilibrium selection for normal-form games with an infinite strategy space and discontinuous utility functions. Moreover, many existing selection methods are not…
Optimal policies in standard MDPs can be obtained using either value iteration or policy iteration. However, in the case of zero-sum Markov games, there is no efficient policy iteration algorithm; e.g., it has been shown that one has to…
Deterministic game-solving algorithms are conventionally analyzed in the light of their average-case complexity against a distribution of random game-trees, where leaf values are independently sampled from a fixed distribution. This…
The traditional approach to choosing moves in game-playing programs is the minimax procedure. The general belief underlying its use is that increasing search depth improves play. Recent research has shown that given certain simplifying…
Dynamic zero-sum games are an important class of problems with applications ranging from evasion-pursuit and heads-up poker to certain adversarial versions of control problems such as multi-armed bandit and multiclass queuing problems.…
This paper addresses the longstanding problem of determining the structure of the $\leq_{\mathrm{LT}}$-order in the Effective Topos, known to effectively embed the Turing degrees. In a surprising discovery, we show that the…
Over the last decade, extensive research has been conducted on the algorithmic aspects of designing single-elimination (SE) tournaments. Addressing natural questions of algorithmic tractability, we identify key properties of input instances…
In game theory, imperfect-recall decision problems model situations in which an agent forgets information it held before. They encompass games such as the ``absentminded driver'' and team games with limited communication. In this paper, we…