Related papers: A General Upper Bound for the Runtime of a Coevolu…
The multi-population replicator dynamics (RD) can be considered a dynamic approach to the study of multi-player games, where it was shown to be related to Cross' learning, as well as of systems of coevolving populations. However, not all of…
We present a generic strategy iteration algorithm (GSIA) to find an optimal strategy of a simple stochastic game (SSG). We prove the correctness of GSIA, and derive a general complexity bound, which implies and improves on the results of…
We consider average-energy games, where the goal is to minimize the long-run average of the accumulated energy. While several results have been obtained on these games recently, decidability of average-energy games with a lower-bound…
We demonstrate that parallel repetition of the multiplayer anchored optimal value, $\omega \big( G_{\bot} \big)^{\otimes n}$, decays exponentially. Central to our approach are several probabilistic computations, pertaining to: (1) the…
We develop a flexible stochastic approximation framework for analyzing the long-run behavior of learning in games (both continuous and finite). The proposed analysis template incorporates a wide array of popular learning algorithms,…
A class of metaheuristic techniques called estimation-of-distribution algorithms (EDAs) are employed in optimization as more sophisticated substitutes for traditional strategies like evolutionary algorithms. EDAs generally drive the search…
Distributed Nash equilibrium (NE) seeking problem for multi-coalition games has attracted increasing attention in recent years, but the research mainly focuses on the case without agreement demand within coalitions. This paper considers a…
MOBA games, e.g., Honor of Kings, League of Legends, and Dota 2, pose grand challenges to AI systems such as multi-agent, enormous state-action space, complex action control, etc. Developing AI for playing MOBA games has raised much…
Trusting in others and reciprocating that trust with trustworthy actions are crucial to successful and prosperous societies. The Trust Game has been widely used to quantitatively study trust and trustworthiness, involving a sequential…
Many learning algorithms are known to converge to an equilibrium for specific classes of games if the same learning algorithm is adopted by all agents. However, when the agents are self-interested, a natural question is whether agents have…
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 combinatorial simplex algorithm is an instance of the simplex method in which the pivoting depends on combinatorial data only. We show that any algorithm of this kind admits a tropical analogue which can be used to solve mean payoff…
This paper investigates discrete-time evolutionary games with a general stochastic imitation rule on the toroidal grid, which is a grid network with periodic boundary conditions. The imitation rule has been considered as a fundamental rule…
Poset games have been the object of mathematical study for over a century, but little has been written on the computational complexity of determining important properties of these games. In this introduction we develop the fundamentals of…
Conventional noncooperative game theory hypothesizes that the joint strategy of a set of players in a game must satisfy an "equilibrium concept". All other joint strategies are considered impossible; the only issue is what equilibrium…
This paper considers games where the utilities for agents are the sum of a term proportional to a social utility, and another term that is an individual cost or reward. The agents are assumed to be irrational in their perception of the…
This work uses game theory as a mathematical framework to address interaction modeling in multi-agent motion forecasting and control. Despite its interpretability, applying game theory to real-world robotics, like automated driving, faces…
Combinatorial games are two-player games of pure strategy where the players, usually called Left and Right, move alternately. In this paper, we introduce Cheating Robot games. These arise from simultaneous-play combinatorial games where one…
The computational study of equilibria involving constraints on players' strategies has been largely neglected. However, in real-world applications, players are usually subject to constraints ruling out the feasibility of some of their…
Decision-making in automated driving must consider interactions with surrounding agents to be effective. However, traditional methods often neglect or oversimplify these interactions because they are difficult to model and solve, which can…