Related papers: History Filtering in Imperfect Information Games: …
The computation of a solution concept of a cooperative game usually employs values of all coalitions. However, in some applications, the values of some of the coalitions might be unknown due to high costs associated with their determination…
In recent years, several algorithms, which approximate matrix decomposition, have been developed. These algorithms are based on metric conservation features for linear spaces of random projection types. We show that an i.i.d sub-Gaussian…
Decision-making problems in uncertain or stochastic domains are often formulated as Markov decision processes (MDPs). Policy iteration (PI) is a popular algorithm for searching over policy-space, the size of which is exponential in the…
In games with imperfect recall, players may forget the sequence of decisions they made in the past. When players also forget whether they have already encountered their current decision point, they are said to be absent-minded. Solving…
We consider extensive games with perfect information with well-founded game trees and study the problems of existence and of characterization of the sets of subgame perfect equilibria in these games. We also provide such characterizations…
We are developing an interactive graph exploration system called Graph Playground for making sense of large graphs. Graph Playground offers a fast and scalable edge decomposition algorithm, based on iterative vertex-edge peeling, to…
The computation of a peeling order in a randomly generated hypergraph is the most time-consuming step in a number of constructions, such as perfect hashing schemes, random $r$-SAT solvers, error-correcting codes, and approximate set…
We study the problem of implementing equilibria of complete information games in settings of incomplete information, and address this problem using "recommender mechanisms." A recommender mechanism is one that does not have the power to…
Two standard algorithms for approximately solving two-player zero-sum concurrent reachability games are value iteration and strategy iteration. We prove upper and lower bounds of 2^(m^(Theta(N))) on the worst case number of iterations…
We present the notion of separable game with respect to a forward directed hypergraph (FDH-graph), which refines and generalizes that of graphical game. First, we show that there exists a minimal FDH-graph with respect to which a game is…
In many multiagent environments, a designer has some, but limited control over the game being played. In this paper, we formalize this by considering incompletely specified games, in which some entries of the payoff matrices can be chosen…
We consider regret minimization in repeated games with a very large number of actions. Such games are inherent in the setting of AI Safety via Debate \cite{irving2018ai}, and more generally games whose actions are language-based. Existing…
The single- and multi- processor cup games can be used to model natural problems in areas such as processor scheduling, deamortization, and buffer management. At the beginning of the single-processor cup game, $n$ cups are initially empty.…
Integration is affected by the curse of dimensionality and quickly becomes intractable as the dimensionality of the problem grows. We propose a randomized algorithm that, with high probability, gives a constant-factor approximation of a…
In this paper, we describe a low-rank matrix completion method based on matrix decomposition. An incomplete matrix is decomposed into submatrices which are filled with a proposed trimming step and then are recombined to form a low-rank…
We present a functional framework for automated mechanism design based on a two-stage game model of strategic interaction between the designer and the mechanism participants, and apply it to several classes of two-player infinite games of…
This paper introduces Monte Carlo *-Minimax Search (MCMS), a Monte Carlo search algorithm for turned-based, stochastic, two-player, zero-sum games of perfect information. The algorithm is designed for the class of of densely stochastic…
Test-time reasoning significantly enhances pre-trained AI agents' performance. However, it requires an explicit environment model, often unavailable or overly complex in real-world scenarios. While MuZero enables effective model learning…
We revisit the coalition structure generation problem in which the goal is to partition the players into exhaustive and disjoint coalitions so as to maximize the social welfare. One of our key results is a general polynomial-time algorithm…
We introduce two-level discounted games played by two players on a perfect-information stochastic game graph. The upper level game is a discounted game and the lower level game is an undiscounted reachability game. Two-level games model…