Related papers: Faster and Smaller Solutions of Obliging Games
Game designs often center on the game mechanics---rules governing the logical evolution of the game. We seek to develop an intelligent system that generates computer games. As first steps towards this goal we present a composable and…
Combinatorial games lead to several interesting, clean problems in algorithms and complexity theory, many of which remain open. The purpose of this paper is to provide an overview of the area to encourage further research. In particular, we…
Infinite-state games are a commonly used model for the synthesis of reactive systems with unbounded data domains. Symbolic methods for solving such games need to be able to construct intricate arguments to establish the existence of winning…
Heifetz, Meier, and Schipper (2013) introduced dynamic game with unawareness consisting of a partially ordered set of games in extensive form. Here, we study the normal form of dynamic games with unawareness. The generalized normal form…
The Minority Game is a simple model for the collective behavior of agents in an idealized situation where they have to compete through adaptation for a finite resource. This review summarizes the statistical mechanics community efforts to…
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,…
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…
Parity games play a central role in model checking and satisfiability checking. Solving parity games is computationally expensive, among others due to the size of the games, which, for model checking problems, can easily contain $10^9$…
Getting a group to adopt cooperative norms is an enduring challenge. But in real-world settings, individuals don't just passively accept static environments, they act both within and upon the social systems that structure their…
Matching games naturally generalize assignment games, a well-known class of cooperative games. Interest in matching games has grown recently due to some breakthrough results and new applications. This state-of-the-art survey provides an…
This paper investigates the discrete-time asynchronous games in which noncooperative agents seek to minimize their individual cost functions. Building on the assumption of partial asynchronism, i.e., each agent updates at least once within…
We consider two-player games played in real time on game structures with clocks where the objectives of players are described using parity conditions. The games are \emph{concurrent} in that at each turn, both players independently propose…
We develop methods to formally describe and compare games, in order to probe questions of game structure and design, and as a stepping stone to predicting player behavior from design patterns. We define a grammar-like formalism to describe…
We present a general theorem for distributed synthesis problems in coordination games with $\omega$-regular objectives of the form: If there exists a winning strategy for the coalition, then there exists an "essential" winning strategy,…
We introduce a class of learning problems where the agent is presented with a series of tasks. Intuitively, if there is relation among those tasks, then the information gained during execution of one task has value for the execution of…
We introduce a class of extensive form games where players might not be able to foresee the possible consequences of their decisions and form a model of their opponents which they exploit to achieve a more profitable outcome. We improve…
Reactive synthesis is a technology for the automatic construction of reactive systems from logical specifications. In these lecture notes, we study different algorithms for the reactive synthesis problem of linear-time temporal logic (LTL).…
Direct reciprocity facilitates the evolution of cooperation when individuals interact repeatedly. Most previous studies on direct reciprocity implicitly assume compulsory interactions. Yet, interactions are often voluntary in human…
Game semantics is a rich and successful class of denotational models for programming languages. Most game models feature a rather intuitive setup, yet surprisingly difficult proofs of such basic results as associativity of composition of…
We recently introduced p-automata, automata that read discrete-time Markov chains. We used turn-based stochastic parity games to define acceptance of Markov chains by a subclass of p-automata. Definition of acceptance required a cumbersome…