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We study games in which every action requires planning and preparation. Moreover, before players act, they can revise their plans based on partially revealing information that they receive on their adversary's preparations. In turn, we…
The note is devoted to an interactive game theoretic formalization of dialogues as psycholinguistic phenomena and the unraveling of a hidden dialogue structure of 2-person differential interactive games. In the field-theoretic description…
We consider two-player games over finite graphs in which both players are restricted by fairness constraints on their moves. Given a two player game graph $G=(V,E)$ and a set of fair moves $E_f\subseteq E$ a player is said to play "fair" in…
Self-serving, rational agents sometimes cooperate to their mutual benefit. The two-player iterated prisoner's dilemma game is a model for including the emergence of cooperation. It is generally believed that there is no simple ultimatum…
Although many game-theoretic models replicate real interactions that often rely on natural language, explicit study of games where language is central to strategic interaction remains limited. This paper introduces the \emph{conversation…
Formal models of games help us account for and predict behavior, leading to more robust and innovative designs. While the games research community has proposed many formalisms for both the "game half" (game models, game description…
We examine the long-run behavior of a wide range of dynamics for learning in nonatomic games, in both discrete and continuous time. The class of dynamics under consideration includes fictitious play and its regularized variants, the…
Learning latent actions from action-free video has emerged as a powerful paradigm for scaling up controllable world model learning. Latent actions provide a natural interface for users to iteratively generate and manipulate videos. However,…
Algorithmic graph theory has thoroughly analyzed how, given a network describing constraints between various nodes, groups can be formed among these so that the resulting configuration optimizes a \emph{global} metric. In contrast, for…
We compare games under delayed control and delay games, two types of infinite games modelling asynchronicity in reactive synthesis. In games under delayed control both players suffer from partial informedness due to symmetrically delayed…
Video games, just like any other media have both explicit and implicit messages, and they can have impact on physical and mental health of the users. These impacts can be positive or negative. The impacts, the implications and the meanings…
To take advantage of strategy commitment, a useful tactic of playing games, a leader must learn enough information about the follower's payoff function. However, this leaves the follower a chance to provide fake information and influence…
Weighted timed games are two-player zero-sum games played in a timed automaton equipped with integer weights. We consider optimal reachability objectives, in which one of the players, that we call Min, wants to reach a target location while…
Desensitization addresses safe optimal planning under parametric uncertainties by providing sensitivity function-based risk estimates. This paper expands upon the existing work on desensitization in optimal control to address safe planning…
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…
Classifying fine-grained actions in fast-paced, close-combat sports such as fencing and boxing presents unique challenges due to the complexity, speed, and nuance of movements. Traditional methods reliant on pose estimation or fancy sensor…
In this article, we focus on search algorithms for two-player perfect information games, whose objective is to determine the best possible strategy, and ideally a winning strategy. Unfortunately, some search algorithms for games in the…
We consider two-player games played in real time on game structures with clocks and parity objectives. The games are concurrent in that at each turn, both players independently propose a time delay and an action, and the action with the…
Understanding the evolution of human social systems requires flexible formalisms for the emergence of institutions. Although game theory is normally used to model interactions individually, larger spaces of games can be helpful for modeling…
Deception is a technique to mislead human or computer systems by manipulating beliefs and information. For the applications of cyber deception, non-cooperative games become a natural choice of models to capture the adversarial interactions…