Related papers: When 1+1 does not equal 2: Synergy in games
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…
This paper investigates the discrete-time asynchronous games in which noncooperative agents seek to minimize their individual cost functions. Building on the assumption of partial asynchronism, i.e., each agent updates at least once within…
Game-theoretic centrality is a flexible and sophisticated approach to identify the most important nodes in a network. It builds upon the methods from cooperative game theory and network theory. The key idea is to treat nodes as players in a…
Obliging games have been introduced in the context of the game perspective on reactive synthesis in order to enforce a degree of cooperation between the to-be-synthesized system and the environment. Previous approaches to the analysis of…
Inspired by asynchronous cooperative Parrondo's games we introduce two new types of games in which all players simultaneously play game A or game B or a combination of these two games. These two types of games differ in the way a…
Using coalgebraic methods, we extend Conway's theory of games to possibly non-terminating, i.e. non-wellfounded games (hypergames). We take the view that a play which goes on forever is a draw, and hence rather than focussing on winning…
We propose a novel network formation game that explains the emergence of various hierarchical structures in groups where self-interested or utility-maximizing individuals decide to establish or severe relationships of authority or…
We define and analyze the notion of variational Wardrop equilibrium for nonatomic aggregative games with an infinity of players types. These equilibria are characterized through an infinite-dimensional variational inequality. We show, under…
Matching games naturally generalize assignment games, a well-known class of cooperative games. Interest in matching games has grown recently due to some breakthrough results and new applications. This state-of-the-art survey provides an…
We show how solution concepts in games such as Nash equilibrium, correlated equilibrium, rationalizability, and sequential equilibrium can be given a uniform definition in terms of \emph{knowledge-based programs}. Intuitively, all solution…
Probabilistic concurrent/distributed strategies have so far not been investigated thoroughly in the context of imperfect information, where the Player has only partial knowledge of the moves made by the Opponent. In a situation where the…
Coordination games describe social or economic interactions in which the adoption of a common strategy has a higher payoff. They are classically used to model the spread of conventions, behaviors, and technologies in societies. Here we…
Synergy (from the Greek word synergos), broadly defined, refers to combined or co-operative effects produced by two or more elements (parts or individuals). The definition is often associated with the holistic conviction quote that "the…
In this paper, a gentle introduction to Game Theory is presented in the form of basic concepts and examples. Minimax and Nash's theorem are introduced as the formal definitions for optimal strategies and equilibria in zero-sum and…
Arguably, for the latter part of the late 20th and early 21st centuries, games have been seen as the drosophila of AI. Games are a set of exciting testbeds, whose solutions (in terms of identifying optimal players) would lead to machines…
In game theory, mechanism design is concerned with the design of incentives so that a desired outcome of the game can be achieved. In this paper, we study the design of incentives so that a desirable equilibrium is obtained, for instance,…
Sequential equilibrium is one of the most fundamental refinements of Nash equilibrium for games in extensive form. However, it is not defined for extensive-form games in which a player can choose among a continuum of actions. We define a…
We prove an explicit upper bound on the amount of entanglement required by any strategy in a two-player cooperative game with classical questions and quantum answers. Specifically, we show that every strategy for a game with n-bit questions…
Many games often share common ideas or aspects between them, such as their rules, controls, or playing area. However, in the context of General Game Playing (GGP) for board games, this area remains under-explored. We propose to formalise…
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,…