Related papers: Game Derandomization
We initiate the study of simple games from the point of view of combinatorial topology. The starting premise is that the losing coalitions of a simple game can be identified with a simplicial complex. Various topological constructions and…
We address the numerical approximation of Mean Field Games with local couplings. For power-like Hamiltonians, we consider both unconstrained and constrained stationary systems with density constraints in order to model hard congestion…
In this paper we survey the computational time complexity of assorted simple stochastic game problems, and we give an overview of the best known algorithms associated with each problem.
In this paper we introduce polytopal stochastic games, an extension of two-player, zero-sum, turn-based stochastic games, in which we may have uncertainty over the transition probabilities. In these games the uncertainty over the…
In this paper we provide three new results axiomatizing the core of games in characteristic function form (not necessarily having transferable utility) obeying an innocuous condition (that the set of individually rational pay-off vectors is…
Games on graphs provide a natural model for reactive non-terminating systems. In such games, the interaction of two players on an arena results in an infinite path that describes a run of the system. Different settings are used to model…
We study stochastic two-player turn-based games in which the objective of one player is to ensure several infinite-horizon total reward objectives, while the other player attempts to spoil at least one of the objectives. The games have…
In this paper we provide a case study of the use of relatively sophisticated mathematics and algorithms to redefine and adapt a simple traditional game/puzzle to exploit the computational power of smart devices. The focus here is not so…
We consider a randomized algorithm for the unique games problem, using independent multinomial probabilities to assign labels to the vertices of a graph. The expected value of the solution obtained by the algorithm is expressed as a…
We consider games with two antagonistic players --- \'Elo\"ise (modelling a program) and Ab\'elard (modelling a byzantine environment) --- and a third, unpredictable and uncontrollable player, that we call Nature. Motivated by the fact that…
In games with a large number of players where players may have overlapping objectives, the analysis of stable outcomes typically depends on player types. A special case is when a large part of the player population consists of imitation…
This study employs gamified experiments to investigate and refine the Schelling Model of Segregation, a framework that demonstrates how individual preferences can lead to systemic segregation. Using a movement selection algorithm derived…
Simple games cover voting systems in which a single alternative, such as a bill or an amendment, is pitted against the status quo. A simple game or a yes-no voting system is a set of rules that specifies exactly which collections of ``yea''…
In this paper, we extend the Descent framework, which enables learning and planning in the context of two-player games with perfect information, to the framework of stochastic games. We propose two ways of doing this, the first way…
Derandomization is the process of taking a randomized algorithm and turning it into a deterministic algorithm, which has attracted great attention in classical computing. In quantum computing, it is challenging and intriguing to derandomize…
Several variants of nonlocal games have been considered in the study of quantum entanglement and nonlocality. This paper concerns two of these variants, called quantum-classical games and extended nonlocal games. We give a construction of…
Understanding the properties of games played under computational constraints remains challenging. For example, how do we expect rational (but computationally bounded) players to play games with a prohibitively large number of states, such…
This paper studies the finite-time horizon Markov games where the agents' dynamics are decoupled but the rewards can possibly be coupled across agents. The policy class is restricted to local policies where agents make decisions using their…
In repeated interactions between individuals, we do not expect that exactly the same situation will occur from one time to another. Contrary to what is common in models of repeated games in the literature, most real situations may differ a…
We compare complex networks built from the game of go and obtained from databases of human-played games with those obtained from computer-played games. Our investigations show that statistical features of the human-based networks and the…