Related papers: Robin Hood Reachability Bidding Games
There have been two major lines of research aimed at capturing resource-bounded players in game theory. The first, initiated by Rubinstein, charges an agent for doing costly computation; the second, initiated by Neyman, does not charge for…
In tug-of-war, two players compete by moving a counter along edges of a graph, each winning the right to move at a given turn according to the flip of a possibly biased coin. The game ends when the counter reaches the boundary, a fixed…
Graph games provide the foundation for modeling and synthesis of reactive processes. Such games are played over graphs where the vertices are controlled by two adversarial players. We consider graph games where the objective of the first…
We consider two-player zero-sum games on graphs. These games can be classified on the basis of the information of the players and on the mode of interaction between them. On the basis of information the classification is as follows: (a)…
The concept of intransitiveness for games, which is the condition for which there is no first-player winning strategy can arise surprisingly, as happens in the Penney game, an extension of the heads or tails. Since a game can be converted…
We consider an extension of strategic normal form games with a phase before the actual play of the game, where players can make binding offers for transfer of utilities to other players after the play of the game, contingent on the…
A positional game is a game where two players sequentially label vertices of a hypergraph, consisting of a board and a collection of winning sets, with colors assigned to each player until all vertices of the board are claimed. The first…
The idea of this paper is an advanced game concept. This concept is expected to model non-monetary bilateral cooperations between self-interested agents. Such non-monetary cases are social cooperations like allocation of high level jobs or…
The_Robin_Hood_ game is played as follows: On day i, the Sheriff puts s(i) bags of gold in the cave. On night i, Robin removes r(i) bags from the cave. The game is played for each natural nymber i. Robin wins if each bag which was put in…
We study variants of a stochastic game inspired by backgammon where players may propose to double the stake, with the game state dictated by a one-dimensional random walk. Our variants allow for different numbers of proposals and different…
Many-body dynamical models in which Boltzmann statistics can be derived directly from the underlying dynamical laws without invoking the fundamental postulates of statistical mechanics are scarce. Interestingly, one such model is found in…
We propose a payoff function extending Minority Games (MG) that captures the competition between agents to make money. In constrast with previous MG, the best strategies are not always targeting the minority but are shifting…
Economic ensembles can be modeled as networks of interacting agents whose be-haviors are described in terms of game theory. The evolutionary paradigm has been applied to two-person games to discover strategies in this context.…
It is a challenging task to reach global cooperation among self-interested agents, which often requires sophisticated design or usage of incentives. For example, we may apply supervisors or referees who are able to detect and punish…
We analyze the Hunter vs Rabbit game on graph, which is a kind of model of communication in an adhoc mobile network. Let $G$ be a cycle graph with $N$ nodes. The hunter can move from a vertex to another vertex on the graph along an edge.…
Mean-payoff games on timed automata are played on the infinite weighted graph of configurations of priced timed automata between two players, Player Min and Player Max, by moving a token along the states of the graph to form an infinite…
When opposing parties compete for a prize, the sunk effort players exert during the conflict can affect the value of the winner's reward. These spillovers can have substantial influence on the equilibrium behavior of participants in…
Combinatorial Game Theory is a branch of mathematics and theoretical computer science that studies sequential 2-player games with perfect information. Normal play is the convention where a player who cannot move loses. Here, we generalize…
Priced timed games are optimal-cost reachability games played between two players---the controller and the environment---by moving a token along the edges of infinite graphs of configurations of priced timed automata. The goal of the…
Learning to adapt and make real-time informed decisions in a dynamic and complex environment is a challenging problem. Monopoly is a popular strategic board game that requires players to make multiple decisions during the game.…