Related papers: Quantitative Strategy Templates
Offline learning of strategies takes data efficiency to its extreme by restricting algorithms to a fixed dataset of state-action trajectories. We consider the problem in a mixed-motive multiagent setting, where the goal is to solve a game…
The exponential growth of data volumes has led to escalating computational costs in machine learning model training. However, many features fail to contribute positively to model performance while consuming substantial computational…
We consider two-player games played on finite colored graphs where the goal is the construction of an infinite path with one of the following frequency-related properties: (i) all colors occur with the same asymptotic frequency, (ii) there…
Graph games played by two players over finite-state graphs are central in many problems in computer science. In particular, graph games with $\omega$-regular winning conditions, specified as parity objectives, which can express properties…
Probabilistic model checking mainly concentrates on techniques for reasoning about the probabilities of certain path properties or expected values of certain random variables. For the quantitative system analysis, however, there is also…
We propose a generalization of Quantal Response Equilibrium (QRE) built on a simple premise: some actions are more focal than others. In our model, which we call the Focal Quantal Response Equilibrium (Focal QRE), each player plays a…
We consider a class of two-player zero-sum stochastic games with finite state and compact control spaces, which we call stochastic shortest path (SSP) games. They are undiscounted total cost stochastic dynamic games that have a cost-free…
In the Eisert protocol for 2 X 2 quantum games [Phys. Rev. Lett. 83, 3077], a number of authors have investigated the features arising from making the strategic space a two-parameter subset of single qubit unitary operators. We argue that…
The two-players $N$ strategies games quantized according to the Eisert-Lewenstein-Wilkens scheme (Phys. Rev. Lett. 83 (1999), 3077) are considered. Group theoretical methods are applied to the problem of finding a general form of gate…
We introduce a formal notion of masking fault-tolerance between probabilistic transition systems based on a variant of probabilistic bisimulation (named masking simulation). We also provide the corresponding probabilistic game…
Feint behaviors refer to a set of deceptive behaviors in a nuanced manner, which enable players to obtain temporal and spatial advantages over opponents in competitive games. Such behaviors are crucial tactics in most competitive…
In this paper, we propose the Quantile Option Architecture (QUOTA) for exploration based on recent advances in distributional reinforcement learning (RL). In QUOTA, decision making is based on quantiles of a value distribution, not only the…
Classical game theory is a powerful tool focusing on optimized resource distribution, allocation and sharing in classical wired and wireless networks. As quantum networks are emerging as a means of providing true connectivity between…
We study multiplayer quantitative reachability games played on a finite directed graph, where the objective of each player is to reach his target set of vertices as quickly as possible. Instead of the well-known notion of Nash equilibrium…
We study LTLf synthesis with multiple properties, where satisfying all properties may be impossible. Instead of enumerating subsets of properties, we compute in one fixed-point computation the relation between product-game states and the…
We propose enhancing the use of propositions for denoting decisions and strategies as established in temporal languages such as CTL*, if interpreted on concurrent game models. The enhancement enables specifying varying coalition structure.…
In a nonlocal game, two noncommunicating players cooperate to convince a referee that they possess a strategy that does not violate the rules of the game. Quantum strategies allow players to optimally win some games by performing joint…
Strategy video games challenge AI agents with their combinatorial search space caused by complex game elements. State abstraction is a popular technique that reduces the state space complexity. However, current state abstraction methods for…
Artistic style transfer is concerned with the generation of imagery that combines the content of an image with the style of an artwork. In the realm of computer games, most work has focused on post-processing video frames. Some recent work…
We present Tempest, a synthesis tool to automatically create correct-by-construction reactive systems and shields from qualitative or quantitative specifications in probabilistic environments. A shield is a special type of reactive system…