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The paper studies the highly prototypical Fictitious Play (FP) algorithm, as well as a broad class of learning processes based on best-response dynamics, that we refer to as FP-type algorithms. A well-known shortcoming of FP is that, while…
Game feel design is the intentional design of the affective impact of moment-to-moment interaction with games. In this paper we survey academic research and publications by practitioners to give a complete overview of the state of research…
Graph games of infinite length are a natural model for open reactive processes: one player represents the controller, trying to ensure a given specification, and the other represents a hostile environment. The evolution of the system…
We compare games under delayed control and delay games, two types of infinite games modelling asynchronicity in reactive synthesis. Our main result, the interreducibility of the existence of sure winning strategies for the protagonist,…
We introduce the partially observable history process (POHP) formalism for reinforcement learning. POHP centers around the actions and observations of a single agent and abstracts away the presence of other players without reducing them to…
Tit-for-Tat strategy is a strategy in repeated two-player symmetric games which imitates the previous action of the opponent. We show that the Tit-for-Tat strategy is a zero-determinant strategy, which unilaterally equalizes the expected…
In two-player games on graphs, the players move a token through a graph to produce an infinite path, which determines the winner of the game. Such games are central in formal methods since they model the interaction between a…
Inspired by Martin Fr\"anzle's persistent and influential work on capturing and handling delay inherent to cyber-physical systems in the formal verification of such systems, we study timed games where controllable actions do not take effect…
Delay games are two-player games of infinite duration in which one player may delay her moves to obtain a lookahead on her opponent's moves. We consider delay games with winning conditions expressed in weak monadic second order logic with…
Algorithmic game theory (AGT) focuses on the design and analysis of algorithms for interacting agents, with interactions rigorously formalized within the framework of games. Results from AGT find applications in domains such as online…
Game theory is appropriate for studying cyber conflict because it allows for an intelligent and goal-driven adversary. Applications of game theory have led to a number of results regarding optimal attack and defense strategies. However, the…
This paper presents a learning dynamic with almost sure convergence guarantee for any stochastic game with turn-based controllers (on state transitions) as long as stage-payoffs induce a zero-sum or identical-interest game. Stage-payoffs…
Candogan et al. (2011) provide an orthogonal direct-sum decomposition of finite games into potential, harmonic and nonstrategic components. In this paper we study the issue of decomposing games that are strategically equivalent from a…
As a contribution to the challenge of building game-playing AI systems, we develop and analyse a formal language for representing and reasoning about strategies. Our logical language builds on the existing general Game Description Language…
This paper studies the optimistic variant of Fictitious Play for learning in two-player zero-sum games. While it is known that Optimistic FTRL -- a regularized algorithm with a bounded stepsize parameter -- obtains constant regret in this…
In general, finite concurrent two-player reachability games are only determined in a weak sense: the supremum probability to win can be approached via stochastic strategies, but cannot be realized. We introduce a class of concurrent games…
The ability to inferring latent psychological traits from human behavior is key to developing personalized human-interacting machine learning systems. Approaches to infer such traits range from surveys to manually-constructed experiments…
Recommender systems relying on latent factor models often appear as black boxes to their users. Semantic descriptions for the factors might help to mitigate this problem. Achieving this automatically is, however, a non-straightforward task…
We study finite-memory (FM) determinacy in games on finite graphs, a central question for applications in controller synthesis, as FM strategies correspond to implementable controllers. We establish general conditions under which FM…
The work we present in this paper initiated the formal study of fractional hedonic games, coalition formation games in which the utility of a player is the average value he ascribes to the members of his coalition. Among other settings,…