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We introduce a misere quotient semigroup construction in impartial combinatorial game theory, and argue that it is the long-sought natural generalization of the normal-play Sprague-Grundy theory to misere play. Along the way, we illustrate…
We investigate multi-round team competitions between two teams, where each team selects one of its players simultaneously in each round and each player can play at most once. The competition defines an extensive-form game with perfect…
In two-player games on graphs, the players move a token through a graph to produce an infinite path, which determines the winner of the game. Such games are central in formal methods since they model the interaction between a…
We study a general class of dynamic games with asymmetric information where agents' beliefs are strategy dependent, i.e. signaling occurs. We show that the notion of sufficient information, introduced in the companion paper team, can be…
We construct subgame-perfect equilibria with mixed strategies for symmetric stochastic timing games with arbitrary strategic incentives. The strategies are qualitatively different for local first- or second-mover advantages, which we…
I prove that it is irrational for agents with even slightly private preferences to condition their strategy on private information that is payoff-irrelevant to them, contrary to powerful techniques for analyzing communication and repeated…
A matching game is a cooperative profit game defined on an edge-weighted graph, where the players are the vertices and the profit of a coalition is the maximum weight of matchings in the subgraph induced by the coalition. A population…
Network congestion games are a well-understood model of multi-agent strategic interactions. Despite their ubiquitous applications, it is not clear whether it is possible to design information structures to ameliorate the overall experience…
The explicit construction is presented of two-player game satisfying: (i) symmetry with respect to the permutation of the players; (ii) the existence of upper bound on total payoff following from Bell inequality; (iii) the existence of…
We study a class of stochastic dynamic games that exhibit strategic complementarities between players; formally, in the games we consider, the payoff of a player has increasing differences between her own state and the empirical…
Winners-take-all situations introduce an incentive for agents to diversify their behavior, since doing so will result in splitting an eventual price with fewer people. At the same time, when the payoff of a process depends on a parameter…
Cooperative games are an important class of problems in game theory, where the goal is to distribute a value among a set of players who are allowed to cooperate by forming coalitions. An outcome of the game is given by an allocation vector…
The Stackelberg equilibrium solution concept describes optimal strategies to commit to: Player 1 (termed the leader) publicly commits to a strategy and Player 2 (termed the follower) plays a best response to this strategy (ties are broken…
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…
Many distributed systems can be modeled as network games: a collection of selfish players that communicate in order to maximize their individual utilities. The performance of such games can be evaluated through the costs of the system…
We define a two-player combinatorial game in which players take alternate turns; each turn consists on deleting a vertex of a graph, together with all the edges containing such vertex. If any vertex became isolated by a player's move then…
In society, mutual cooperation, defection, and asymmetric exploitative relationships are common. Whereas cooperation and defection are studied extensively in the literature on game theory, asymmetric exploitative relationships between…
We consider a new class of repeated zero-sum games in which the payoff is the escape rate of a switched dynamical system, where at every stage, the transition is given by a nonexpansive operator depending on the actions of both players.…
In many combinatorial games, one can prove that the first player wins under best play using a simple but non-constructive argument called strategy-stealing. This work is about the complexity behind these proofs: how hard is it to actually…
Originating in evolutionary game theory, the class of "zero-determinant" strategies enables a player to unilaterally enforce linear payoff relationships in simple repeated games. An upshot of this kind of payoff constraint is that it can…