Related papers: Inception: Efficiently Computable Misinformation A…
Incentive design deals with interaction between a principal and an agent where the former can shape the latter's utility through a policy commitment. It is well known that the principal faces an information rent when dealing with an agent…
In the inference attacks studied in Quantitative Information Flow (QIF), the attacker typically tries to interfere with the system in the attempt to increase its leakage of secret information. The defender, on the other hand, typically…
We apply decision theoretic techniques to construct non-player characters that are able to assist a human player in collaborative games. The method is based on solving Markov decision processes, which can be difficult when the game state is…
This letter studies multi-agent reinforcement learning in partially observable Markov potential games. Solving this problem is challenging due to partial observability, decentralized information, and the curse of dimensionality. First, to…
We consider misinformation games, i.e., multi-agent interactions where the players are misinformed with regards to the game that they play, essentially having an \emph{incorrect} understanding of the game setting, without being aware of…
Inspired by real world examples, e.g. the Internet, researchers have introduced an abundance of strategic games to study natural phenomena in networks. Unfortunately, almost all of these games have the conceptual drawback of being…
Nowadays fake news are heavily discussed in public and political debates. Even though the phenomenon of intended false information is rather old, misinformation reaches a new level with the rise of the internet and participatory platforms.…
We consider game-theoretically secure distributed protocols for coalition games that approximate the Shapley value with small multiplicative error. Since all known existing approximation algorithms for the Shapley value are randomized, it…
We define a new concept of "mistake" strategies and actions for strategic-form and extensive-form games, analyze the relationship to prior main game-theoretic solution concepts, study algorithms for computation, and explore practicality.…
We consider a stochastic game with partial, asymmetric and non-classical information, where the agents are trying to acquire as many available opportunities/locks as possible. Agents have access only to local information, the information…
We consider a hidden Markov model with multiple observation processes, one of which is chosen at each point in time by a policy---a deterministic function of the information state---and attempt to determine which policy minimises the…
The topics treated in this thesis are inherently two-fold. The first part considers the problem of a market maker optimally setting bid/ask quotes over a finite time horizon, to maximize her expected utility. The intensities of the orders…
This paper explores successor features for knowledge transfer in zero-sum, complete-information, and turn-based games. Prior research in single-agent systems has shown that successor features can provide a ``jump start" for agents when…
Decomposition, i.e. independently analyzing possible subgames, has proven to be an essential principle for effective decision-making in perfect information games. However, in imperfect information games, decomposition has proven to be…
Suppose there are $n$ Markov chains and we need to pay a per-step \emph{price} to advance them. The "destination" states of the Markov chains contain rewards; however, we can only get rewards for a subset of them that satisfy a…
We consider concurrent games played on graphs. At every round of a game, each player simultaneously and independently selects a move; the moves jointly determine the transition to a successor state. Two basic objectives are the safety…
The new generation of cyber threats leverages advanced AI-aided methods, which make them capable to launch multi-stage, dynamic, and effective attacks. Current cyber-defense systems encounter various challenges to defend against such new…
Recommender system is an essential component of web services to engage users. Popular recommender systems model user preferences and item properties using a large amount of crowdsourced user-item interaction data, e.g., rating scores; then…
We introduce \emph{informational punishment} to the design of mechanisms that compete with an exogenous status quo mechanism: Players can send garbled public messages with some delay, and others cannot commit to ignoring them. Optimal…
An abundance of recent impossibility results establish that regret minimization in Markov games with adversarial opponents is both statistically and computationally intractable. Nevertheless, none of these results preclude the possibility…