Related papers: Reachability and Safety Games under TSO Semantics
Security games model the confrontation between a defender protecting a set of targets and an attacker who tries to capture them. A variant of these games assumes security interdependence between targets, facilitating contagion of an attack.…
We give polynomial time algorithms for deciding almost-sure and limit-sure reachability in Branching Concurrent Stochastic Games (BCSGs). These are a class of infinite-state imperfect-information stochastic games that generalize both…
We study two-player zero-sum concurrent stochastic games with finite state and action space played for an infinite number of steps. In every step, the two players simultaneously and independently choose an action. Given the current state…
We examine two-player games over finite weighted graphs with quantitative (mean-payoff or energy) objective, where one of the players additionally needs to satisfy a fairness objective. The specific fairness we consider is called 'strong…
We consider two-player games played in real time on game structures with clocks and parity objectives. The games are concurrent in that at each turn, both players independently propose a time delay and an action, and the action with the…
We consider the reachability problem on transition systems corresponding to succinct one-counter machines, that is, machines where the counter is incremented or decremented by a value given in binary.
Admissible strategies, i.e. those that are not dominated by any other strategy, are a typical rationality notion in game theory. In many classes of games this is justified by results showing that any strategy is admissible or dominated by…
We study turn-based stochastic zero-sum games with lexicographic preferences over reachability and safety objectives. Stochastic games are standard models in control, verification, and synthesis of stochastic reactive systems that exhibit…
Security games are an example of a successful real-world application of game theory. The paper defines blameworthiness of the defender and the attacker in security games using the principle of alternative possibilities and provides a sound…
A single-player game of Memory is played with $n$ distinct pairs of cards, with the cards in each pair bearing identical pictures. The cards are laid face-down. A move consists of revealing two cards, chosen adaptively. If these cards…
We investigate the increasingly important and common game-solving setting where we do not have an explicit description of the game but only oracle access to it through gameplay, such as in financial or military simulations and computer…
In a two-player zero-sum graph game, the players move a token throughout a graph to produce an infinite play, which determines the winner of the game. Bidding games are graph games in which in each turn, an auction (bidding) determines…
One of the basics tasks in computer systems is the control of access of resources. Basically, there is a finite amount of resources that can be, for example, the CPU, memory or I/O ports, and several processes requiring those resources. If…
This paper proposes a new lens for studying threshold games played on networks when the thresholds are heterogeneous. These are games where agents have two possible actions, and prefer action 1 if and only if enough of their neighbours…
We consider a class of two-player turn-based zero-sum games on graphs with reachability objectives, known as reachability games, where the objective of Player 1 (P1) is to reach a set of goal states, and that of Player 2 (P2) is to prevent…
This paper shows how to harness existing theorem provers for first-order logic to automatically verify safety properties of imperative programs that perform dynamic storage allocation and destructive updating of pointer-valued structure…
We study two player reachability-price games on single-clock timed automata. The problem is as follows: given a state of the automaton, determine whether the first player can guarantee reaching one of the designated goal locations. If a…
Game-theoretic algorithms are commonly benchmarked on recreational games, classical constructs from economic theory such as congestion and dispersion games, or entirely random game instances. While the past two decades have seen the rise of…
We consider a scenario where N users try to access a common base station. Associated with each user is its channel state and a finite queue which varies with time. Each user chooses his power and the admission control variable in a dynamic…
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…