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Consider concurrent, infinite duration, two-player win/lose games played on graphs. If the winning condition satisfies some simple requirement, the existence of Player 1 winning (finite-memory) strategies is equivalent to the existence of…
Self-play is a technique for machine learning in multi-agent systems where a learning algorithm learns by interacting with copies of itself. Self-play is useful for generating large quantities of data for learning, but has the drawback that…
All-Against-One (AAO) games are a special class of multi-player games where all players except one are in direct conflict with the remaining player. In the case of Linear Quadratic Differential (LQD) games, the AAO structure can be used to…
Understanding the evolution of human social systems requires flexible formalisms for the emergence of institutions. Although game theory is normally used to model interactions individually, larger spaces of games can be helpful for modeling…
This paper integrates the studies of various countries' behaviors, e.g., waging wars and entering into military alliances, into a general framework of \emph{countries' relation formation}, which consists of two components, i.e., a static…
In a monogamy-of-entanglement (MoE) game, two players who do not communicate try to simultaneously guess a referee's measurement outcome on a shared quantum state they prepared. We study the prototypical example of a game where the referee…
We develop an octonionic representation of the payoff function for three player, two strategy, maximally entangled quantum games in order to obtain computationally friendly version of this function. This computational capability is then…
Partially Observable Stochastic Games (POSGs) are the most general and common model of games used in Multi-Agent Reinforcement Learning (MARL). We argue that the POSG model is conceptually ill suited to software MARL environments, and offer…
First-order (FO) transition systems have recently attracted attention for the verification of parametric systems such as network protocols, software-defined networks or multi-agent workflows like conference management systems. Desirable…
This paper provides a unified view to explain different adversarial attacks and defense methods, i.e. the view of multi-order interactions between input variables of DNNs. Based on the multi-order interaction, we discover that adversarial…
We introduce and study a class of infinite-horizon non-zero-sum non-cooperative stochastic games with infinitely many interacting agents using ideas of statistical mechanics. First we show, in the general case of asymmetric interactions,…
Pursuit and evasion conflicts represent challenging problems with important applications in aerospace and robotics. In pursuit-evasion problems, synthesis of intelligent actions must consider the adversary's potential strategies.…
We present a unified framework for characterizing local Nash equilibria in continuous games on either infinite-dimensional or finite-dimensional non-convex strategy spaces. We provide intrinsic necessary and sufficient first- and…
We present the notion of separable game with respect to a forward directed hypergraph (FDH-graph), which refines and generalizes that of graphical game. First, we show that there exists a minimal FDH-graph with respect to which a game is…
We study the effects of individual perceptions of payoffs in two-player games. In particular we consider the setting in which individuals' perceptions of the game are influenced by their previous experiences and outcomes. Accordingly, we…
Consider spies infiltrating a network or dissidents secretly organising under a dictatorship. Such scenarios can be cast as adversarial social network analysis problems involving nodes connecting while evading network analysis tools, e.g.,…
Coordination games admit two types of equilibria: pure equilibria, where all players successfully coordinate their actions, and mixed equilibria, where players frequently experience miscoordination. The existing literature shows that under…
Learning processes in games explain how players grapple with one another in seeking an equilibrium. We study a natural model of learning based on individual gradients in two-player continuous games. In such games, the arguably natural…
Global games form a subclass of games with incomplete information where a set of agents decide actions against a regime with an underlying fundamental $\theta$ representing its power. Each agent has access to an independent noisy…
We consider a subclass of $n$-player stochastic games, in which players have their own internal state/action spaces while they are coupled through their payoff functions. It is assumed that players' internal chains are driven by independent…