Related papers: Games with Planned Actions and Scouting
Large parts of professional human communication proceed in a request-reply fashion, whereby requests contain specifics of the information desired while replies can deliver the required information. However, time limitations often force…
The research aims to explore how individuals perceive and interact with data protection practices in an era of increasing reliance on technology and the widespread availability of personal data. The study employs a game theoretical approach…
This paper considers the use of observed and predicted match statistics as inputs to forecasts of the outcomes of football matches. It is shown that, were it possible to know the match statistics in advance, highly informative forecasts of…
We study discounted infinitely repeated games in which players agree on a cooperative mixed action profile but, at each step, observe only the realized pure actions. This form of imperfect monitoring breaks classical trigger strategies,…
In spam and malware detection, attackers exploit randomization to obfuscate malicious data and increase their chances of evading detection at test time; e.g., malware code is typically obfuscated using random strings or byte sequences to…
Efficient action prediction is of central importance for the fluent workflow between humans and equally so for human-robot interaction. To achieve prediction, actions can be encoded by a series of events, where every event corresponds to a…
We study candidates' positioning when adjustments are possible in response to new information about voters' preferences. Re-positioning allows candidates to get closer to the median voter but is costly both financially and electorally. We…
In this paper, we analyse inspection games with an evolutionary perspective. In our evolutionary inspection game with a large population, each individual is not a rational payoff maximiser, but periodically updates his strategy if he…
Strategic interactions ranging from politics and pharmaceuticals to e-commerce and social networks support equilibria in which agents with private information manipulate others which are vulnerable to deception. Especially in cyberspace and…
How to take multiple factors into account when evaluating a Game with a Purpose? How is player behaviour or participation influenced by different incentives? How does player engagement impact their accuracy in solving tasks? In this paper,…
We consider games played on finite graphs, whose goal is to obtain a trace belonging to a given set of winning traces. We focus on those states from which Player 1 cannot force a win. We explore and compare several criteria for establishing…
We study two-player security games which can be viewed as sequences of nonzero-sum matrix games played by an Attacker and a Defender. The evolution of the game is based on a stochastic fictitious play process. Players do not have access to…
There is a long history in game theory on the topic of Bayesian or "rational" learning, in which each player maintains beliefs over a set of alternative behaviours, or types, for the other players. This idea has gained increasing interest…
Gameplay under various forms of uncertainty has been widely studied. Feldman et al. (2010) studied a particularly low-information setting in which one observes the opponent's actions but no payoffs, not even one's own, and introduced an…
We give elementary examples within a framework for studying decisions under uncertainty where probabilities are only roughly known. The framework, in gambling terms, is that the size of a bet is proportional to the gambler's perceived…
Contributions: Prior studies on education have mostly followed the model of the cross sectional study, namely, examining the pretest and the posttest scores. This paper shows that students' knowledge throughout the intervention can be…
Post-training alignment optimizes language models to match human preference signals, but this objective is not equivalent to modeling observed human behavior. We compare 120 base-aligned model pairs on more than 10,000 real human decisions…
In simple card games, cards are dealt one at a time and the player guesses each card sequentially. We study problems where feedback (e.g. correct/incorrect) is given after each guess. For decks with repeated values (as in blackjack where…
We study the game of go from a complex network perspective. We construct a directed network using a suitable definition of tactical moves including local patterns, and study this network for different datasets of professional tournaments…
We argue that behavioral science models of online content-sharing overlook the role of strategic interactions between users. Borrowing from accuracy-nudges studies decision-theoretic models, we propose a basic game model and explore special…