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We introduce a new class of games where each player's aim is to randomise her strategic choices in order to affect the other players' expectations aside from her own. The way each player intends to exert this influence is expressed through…
Pursuit-evasion scenarios appear widely in robotics, security domains, and many other real-world situations. We focus on two-player pursuit-evasion games with concurrent moves, infinite horizon, and discounted rewards. We assume that the…
In general, finite concurrent two-player reachability games are only determined in a weak sense: the supremum probability to win can be approached via stochastic strategies, but cannot be realized. We introduce a class of concurrent games…
An abstraction of normal form games is proposed, called Feasibility/Desirability Games (or FD Games in short). FD Games can be seen from three points of view: as a new presentation of games in which Nash equilibria can be found, as choice…
Within the context of video games the notion of perfectly rational agents can be undesirable as it leads to uninteresting situations, where humans face tough adversarial decision makers. Current frameworks for stochastic games and…
The class of Guaranteed Scoring Games (GS) are two-player combinatorial games with the property that Normal-play games (Conway et. al.) are ordered embedded into GS. They include, as subclasses, the scoring games considered by Milnor…
One of the natural objectives of the field of the social networks is to predict agents' behaviour. To better understand the spread of various products through a social network arXiv:1105.2434 introduced a threshold model, in which the nodes…
We study finite-player dynamic stochastic games with heterogeneous interactions and non-Markovian linear-quadratic objective functionals. We derive the Nash equilibrium explicitly by converting the first-order conditions into a coupled…
This paper considers the problem of dividing agents among coalitions. We concentrate on Additively Separable Hedonic Games (ASHG's), in which each agent has a non-negative value for every other agent and her utility is the sum of the values…
This paper provides a unified view to explain different adversarial attacks and defense methods, \emph{i.e.} the view of multi-order interactions between input variables of DNNs. Based on the multi-order interaction, we discover that…
We study the problem of repeated two-sided matching with uncertain preferences (two-sided bandits), and no explicit communication between agents. Recent work has developed algorithms that converge to stable matchings when one side (the…
Traditional game-theoretic research for security applications primarily focuses on the allocation of external protection resources to defend targets. This work puts forward the study of a new class of games centered around strategically…
Concurrent multi-player games with $\omega$-regular objectives are a standard model for systems that consist of several interacting components, each with its own objective. The standard solution concept for such games is Nash Equilibrium,…
Consider a system in which players at nodes of an underlying graph G repeatedly play Prisoner's Dilemma against their neighbors. The players adapt their strategies based on the past behavior of their opponents by applying the so-called…
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,…
Cooperative games provide a framework to study cooperation among self-interested agents. They offer a number of solution concepts describing how the outcome of the cooperation should be shared among the players. Unfortunately, computational…
The phenomenon of group cooperation constitutes a fundamental mechanism underlying various social and biological systems. Complex networks provide a structural framework for group interactions, where individuals can not only obtain…
We consider the dynamics, existence and stability of the equilibrium states for large populations of individuals who can play various types of non--cooperative games. The players imitate the most attractive strategies, and the choice is…
Federated learning is a setting where agents, each with access to their own data source, combine models from local data to create a global model. If agents are drawing their data from different distributions, though, federated learning…
At the beginning of a dynamic game, players may have exogenous theories about how the opponents are going to play. Suppose that these theories are commonly known. Then, players will refine their first-order beliefs, and challenge their own…