Related papers: Lifting the maximally-entangledness assumption in …
Matter, especially DNA, is now programmed to carry out useful processes at the nanoscale. As these programs and processes become more complex and their envisioned safety-critical applications approach deployment, it is essential to develop…
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…
This paper examines multiplayer symmetric constant-sum games with more than two players in a competitive setting, including examples like Mahjong, Poker, and various board and video games. In contrast to two-player zero-sum games,…
Recently, the issue of adversarial robustness in the time series domain has garnered significant attention. However, the available defense mechanisms remain limited, with adversarial training being the predominant approach, though it does…
In this paper, we study the notion of admissibility for randomised strategies in concurrent games. Intuitively, an admissible strategy is one where the player plays `as well as possible', because there is no other strategy that dominates…
We show that the value of a general two-prover quantum game cannot be computed by a semi-definite program ofvpolynomial size (unless P=NP), a method that has been successful in more restricted quantum games. More precisely, we show that…
Self-testing allows classical referees to verify the quantum behaviour of some untrusted devices. Recently we developed a framework for building large self-tests by repeating a smaller self-test many times in parallel. However, the…
Research in quantum games has flourished during recent years. However, it seems that opinion remains divided about their true quantum character and content. For example, one argument says that quantum games are nothing but 'disguised'…
We study a robust Dynkin game over a set of mutually singular probabilities. We first prove that for the conservative player of the game, her lower and upper value processes coincide (i.e. She has a value process $V $ in the game). Such a…
Measures of quantum nonlocality traditionally assume perfect local computation. In real experiments, however, each computational primitive is imperfect. Fault-tolerant techniques enable arbitrarily accurate quantum computation but do not…
We study infinite-horizon robust Markov decision processes (MDPs) on continuous state spaces with structured rectangular ambiguity set. The proposed ambiguity set falls within the convex hull of unknown generating kernels. We utilize the…
Solving feedback Stackelberg games with nonlinear dynamics and coupled constraints, a common scenario in practice, presents significant challenges. This work introduces an efficient method for computing approximate local feedback…
We consider a class of hierarchical noncooperative $N$-player games where the $i$th player solves a parametrized stochastic mathematical program with equilibrium constraints (MPEC) with the caveat that the implicit form of the $i$th…
There has been a surge of progress in recent years in developing algorithms for testing and learning quantum states that achieve optimal copy complexity. Unfortunately, they require the use of entangled measurements across many copies of…
Projection games constitute an important class of nonlocal games where, for any answer from the first player, there is a unique correct answer for the second player. This class of games captures nonlocal games arising from constraint…
We review the correspondence between synchronous games and their associated $*$-algebra. Building upon the work of (Helton et al., New York J. Math. 2017), we propose results on algebraic and locally commuting graph identities. Based on the…
Entangled two-qubit states are the core building blocks for constructing quantum communication networks. Their accurate verification is crucial to the functioning of the networks, especially for untrusted networks. In this work we study the…
Game balancing is an important part of the (computer) game design process, in which designers adapt a game prototype so that the resulting gameplay is as entertaining as possible. In industry, the evaluation of a game is often based on…
Self-testing refers to the fact that, in some quantum devices, both states and measurements can be assessed in a black-box scenario, on the sole basis of the observed statistics, i.e. without reference to any prior device calibration. Only…
Mean Field Games (MFG) are the class of games with a very large number of agents and the standard equilibrium concept is a Mean Field Equilibrium (MFE). Algorithms for learning MFE in dynamic MFGs are unknown in general. Our focus is on an…