Related papers: Faster and Smaller Solutions of Obliging Games
Weighted timed games are zero-sum games played by two players on a timed automaton equipped with weights, where one player wants to minimise the cumulative weight while reaching a target. Used in a reactive synthesis perspective, this…
Game semantics provides an interactive point of view on proofs, which enables one to describe precisely their dynamical behavior during cut elimination, by considering formulas as games on which proofs induce strategies. We are specifically…
A finite memory is introduced in the score dynamics of Minority Games. As expected, this removes the dependence of the stationary state on the initial conditions. However, it also causes an unexpected increase of fluctuations in…
A fundamental question in system design is to decide how much of the design of one component must be known in order to successfully design another component of the system. We study this question in the setting of reactive synthesis, where…
Games offer a compelling paradigm for developing general reasoning capabilities in language models, as they naturally demand strategic planning, probabilistic inference, and adaptive decision-making. However, existing self-play approaches…
Partial-monitoring games constitute a mathematical framework for sequential decision making problems with imperfect feedback: The learner repeatedly chooses an action, opponent responds with an outcome, and then the learner suffers a loss…
As Machine Learning (ML) systems becomes more ubiquitous, ensuring the fair and equitable application of their underlying algorithms is of paramount importance. We argue that one way to achieve this is to proactively cultivate public…
A description of the environment cognition process by intelligent systems with a fixed set of system goals is suggested. Such a system is represented by the set of its goals only without any models of the system elements or the environment.…
In this paper we present an assume-guarantee specification theory (aka interface theory from [14]) for modular synthesis and verification of real-time systems with critical timing constraints. It is a further step of our earlier work [10]…
By treating combinatorial games as dynamical systems, we are able to address a longstanding open question in combinatorial game theory, namely, how the introduction of a "pass" move into a game affects its behavior. We consider two well…
We unify standard frameworks for approachability both in full or partial monitoring by defining a new abstract game, called the "purely informative game", where the outcome at each stage is the maximal information players can obtain,…
We attempt to automate various artistic processes by inventing a set of drawing games, analogous to the approach taken by emergent language research in inventing communication games. A critical difference is that drawing games demand much…
Infinite-state reactive synthesis has attracted significant attention in recent years, which has led to the emergence of novel symbolic techniques for solving infinite-state games. Temporal logics featuring variables over infinite domains…
Many real-world games contain parameters which can affect payoffs, action spaces, and information states. For fixed values of the parameters, the game can be solved using standard algorithms. However, in many settings agents must act…
Probabilistic timed automata are a suitable formalism to model systems with real-time, nondeterministic and probabilistic behaviour. We study two-player zero-sum games on such automata where the objective of the game is specified as the…
Two-player zero-sum games are a well-established model for synthesising controllers that optimise some performance criterion. In such games one player represents the controller, while the other describes the (adversarial) environment, and…
Cooperation plays a crucial role in both nature and human society, and the conundrum of cooperation attracts the attention from interdisciplinary research. In this study, we investigated the evolution of cooperation in optional prisoner's…
We introduce a simple class of mean field games with absorbing boundary over a finite time horizon. In the corresponding $N$-player games, the evolution of players' states is described by a system of weakly interacting It\^o equations with…
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…
A classic model to study strategic decision making in multi-agent systems is the normal-form game. This model can be generalised to allow for an infinite number of pure strategies leading to continuous games. Multi-objective normal-form…