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Game balancing is an important part of the (computer) game design process, in which designers adapt a game prototype so that the resulting gameplay is as entertaining as possible. In industry, the evaluation of a game is often based on…
We study two-player games played on the infinite graph of sentential forms induced by a context-free grammar (that comes with an ownership partitioning of the non-terminals). The winning condition is inclusion of the derived terminal word…
A game theoretic distributed decision making approach is presented for the problem of control effort allocation in a robotic team based on a novel variant of fictitious play. The proposed learning process allows the robots to accomplish…
This paper coins the notion of Joker games, a variant of concurrent games where the players are not strictly adversarial. Instead, Player 1 can get help from Player 2 by playing a Joker move. We formalize these games as cost games and…
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 paper introduces a novel framework for modeling interacting humans in a multi-stage game. This "iterated semi network-form game" framework has the following desirable characteristics: (1) Bounded rational players, (2) strategic players…
This work contains the mathematical exploration of a few prototypical games in which central concepts from statistics and probability theory naturally emerge. The first two kinds of games are termed Fisher and Bayesian games, which are…
Defensive deception techniques have emerged as a promising proactive defense mechanism to mislead an attacker and thereby achieve attack failure. However, most game-theoretic defensive deception approaches have assumed that players maintain…
Strategic coordination between autonomous agents and human partners under incomplete information can be modeled as turn-based cooperative games. We extend a turn-based game under incomplete information, the shared-control game, to allow…
We study the mechanism design problem of scheduling unrelated machines and we completely characterize the decisive truthful mechanisms for two players when the domain contains both positive and negative values. We show that the class of…
We initiate the study of the phantom version of Maker-Breaker positional games. In a phantom game, the moves of one of the players are hidden from the other player, who still has the complete information. We look at the biased $(a:b)$…
We provide a self-contained introduction to finite extensive games with perfect information. In these games players proceed in turns having, at each stage, finitely many moves to their disposal, each play always ends, and in each play the…
Intention recognition is an important characteristic of intelligent agents. In their interactions with others, they try to read others' intentions and make an image of others to choose their actions accordingly. While the way in which…
This project aims to motivate research in competitive human-robot interaction by creating a robot competitor that can challenge human users in certain scenarios such as physical exercise and games. With this goal in mind, we introduce the…
In this paper we introduce novel algorithmic strategies for effciently playing two-player games in which the players have different or identical player roles. In the case of identical roles, the players compete for the same objective (that…
Conventional federated learning frameworks suffer from several challenges including performance bottlenecks at the central aggregation server, data bias, poor model convergence, and exposure to model poisoning attacks, and limited trust in…
We consider two-player random extensive form games where the payoffs at the leaves are independently drawn uniformly at random from a given feasible set C. We study the asymptotic distribution of the subgame perfect equilibrium outcome for…
A rise in Advanced Persistent Threats (APTs) has introduced a need for robustness against long-running, stealthy attacks which circumvent existing cryptographic security guarantees. FlipIt is a security game that models attacker-defender…
Priced timed games are two-player zero-sum games played on priced timed automata (whose locations and transitions are labeled by weights modeling the costs of spending time in a state and executing an action, respectively). The goals of the…
In this paper we introduce temporal action graph games (TAGGs), a novel graphical representation of imperfect-information extensive form games. We show that when a game involves anonymity or context-specific utility independencies, its…