Related papers: Full characterization of core for nonlinear optimi…
In this note we develop a generalisation of the $\lambda$-Core solution for non-cooperative games in normal form. We show that this generalised $\lambda$-Core is non-empty for the class of separable games that admit a socially optimal Nash…
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 define and study a collection of matroid isomorphism games corresponding to various axiomatic characterizations of matroids. These are nonlocal games played between two cooperative players. Each game is played on two matroids, and the…
Candogan et al. (2011) provide an orthogonal direct-sum decomposition of finite games into potential, harmonic and nonstrategic components. In this paper we study the issue of decomposing games that are strategically equivalent from a…
Selection of input features such as relevant pieces of text has become a common technique of highlighting how complex neural predictors operate. The selection can be optimized post-hoc for trained models or incorporated directly into the…
In the literature on game-theoretic equilibrium finding, focus has mainly been on solving a single game in isolation. In practice, however, strategic interactions -- ranging from routing problems to online advertising auctions -- evolve…
Game theory offers a powerful framework for analyzing strategic interactions among decision-makers, providing tools to model, analyze, and predict their behavior. However, implementing game theory can be challenging due to difficulties in…
Noncooperative game-theoretic tools have been increasingly used to study many important resource allocation problems in communications, networking, smart grids, and portfolio optimization. In this paper, we consider a general class of…
Attribute-driven software architecture design aims to provide decision support by taking into account the quality attributes of softwares. A central question in this process is: What architecture design best fulfills the desirable software…
We develop a flexible stochastic approximation framework for analyzing the long-run behavior of learning in games (both continuous and finite). The proposed analysis template incorporates a wide array of popular learning algorithms,…
We consider solutions of normal form games that are invariant under strategic equivalence. We consider additional properties that can be expected (or be desired) from a solution of a game, and we observe the following: - Even the weakest…
We propose the study of mathematical ludology, which aims to formally interrogate questions of interest to game studies and game design in particular. The goal is to extend our mathematical understanding of complex games beyond…
Correlated equilibria -- and their generalization $\Phi$-equilibria -- are a fundamental object of study in game theory, offering a more tractable alternative to Nash equilibria in multi-player settings. While computational aspects of…
TU-games with utility functions are considered. Generalizations of the prenucleolus, essential coalitions and the core: the u-prenucleolus, u-essential coalitions and the u-core respectively are introduced. We show that u-essential…
We study linear-quadratic games of incomplete information with Gaussian uncertainty, where each player's payoff depends on a privately observed type and a common state. The designer observes the state, elicits types, and sells action…
This paper introduces a collection of board games specifically chosen to serve as a basis for programming exercises. We examine the attractiveness of board games in this context as well as features that make a particular game a good…
When mathematical modelling is applied to capture a complex system, multiple models are often created that characterize different aspects of that system. Often, a model at one level will produce a prediction which is contradictory at…
Computer games represent an ideal research domain for the next generation of personalized digital applications. This paper presents a player-centered framework of AI for game personalization, complementary to the commonly used…
It is well-known that for infinitely repeated games, there are computable strategies that have best responses, but no computable best responses. These results were originally proved for either specific games (e.g., Prisoner's dilemma), or…
This paper proposes a new equilibrium concept "robust perfect equilibrium" for non-cooperative games with a continuum of players, incorporating three types of perturbations. Such an equilibrium is shown to exist (in symmetric mixed…