Related papers: Concurrent Permissive Strategy Templates
In the typical framework for boolean games (BG) each player can change the truth value of some propositional atoms, while attempting to make her goal true. In standard BG goals are propositional formulas, whereas in iterated BG goals are…
We present an approach for systematically anticipating the actions and policies employed by \emph{oblivious} environments in concurrent stochastic games, while maximizing a reward function. Our main contribution lies in the synthesis of a…
We study concurrent graph games where n players cooperate against an opponent to reach a set of target states. Unlike traditional settings, we study distributed randomisation: team players do not share a source of randomness, and their…
This paper coins the notion of Joker games, a variant of concurrent games where the players are not strictly adversarial. Instead, Player 1 can get help from Player 2 by playing a Joker move. We formalize these games as cost games and…
We use a recently discovered constrained de Finetti reduction (aka "Post-Selection Lemma") to study the parallel repetition of multi-player non-local games under no-signalling strategies. Since the technique allows us to reduce general…
Hybrid games are games played on a finite graph endowed with real variables which may model behaviors of discrete controllers of continuous systems. The synthesis problem for hybrid games is decidable for classical objectives (like LTL…
In decision-dependent games, multiple players optimize their decisions under a data distribution that shifts with their joint actions, creating complex dynamics in applications like market pricing. A practical consequence of these dynamics…
The behavioural theory of concurrent systems states that any concurrent system can be captured by a behaviourally equivalent concurrent Abstract State Machine (cASM). While the theory in general assumes shared locations, it remains valid,…
We study the existence of mixed-strategy equilibria in concurrent games played on graphs. While existence is guaranteed with safety objectives for each player, Nash equilibria need not exist when players are given arbitrary terminal-reward…
Cyber-Physical Systems (CPS) consist of inter-wined computational (cyber) and physical components interacting through sensors and/or actuators. Computational elements are networked at every scale and can communicate with each other and with…
We study a new class of games which generalizes congestion games and its bottleneck variant. We introduce congestion games with mixed objectives to model network scenarios in which players seek to optimize for latency and bandwidths alike.…
Marked temporal point processes (MTPPs) have been shown to be extremely effective in modeling continuous time event sequences (CTESs). In this work, we present adversarial attacks designed specifically for MTPP models. A key criterion for a…
Motivated by applications in job scheduling, queuing networks, and load balancing in cyber-physical systems, we develop and analyze a game-theoretic framework to balance the load among servers in static and dynamic settings. In these…
Graph games provide the foundation for modeling and synthesizing reactive processes. In the synthesis of stochastic reactive processes, the traditional model is perfect-information stochastic games, where some transitions of the game graph…
We address counterfactual analysis in empirical models of games with partially identified parameters, and multiple equilibria and/or randomized strategies, by constructing and analyzing the counterfactual predictive distribution set (CPDS).…
This work unifies insights from the systems and functional programming communities, in order to enable compositional reasoning about software which is nonetheless efficiently realizable in hardware. It exploits a correspondence between…
In the timeline-based approach to planning, originally born in the space sector, the evolution over time of a set of state variables (the timelines) is governed by a set of temporal constraints. Traditional timeline-based planning systems…
Infinite-state games are a commonly used model for the synthesis of reactive systems with unbounded data domains. Symbolic methods for solving such games need to be able to construct intricate arguments to establish the existence of winning…
In 2011, Rideau and Winskel introduced concurrent games and strategies as event structures, generalizing prior work on causal formulations of games. In this paper we give a detailed, self-contained and slightly-updated account of the…
The theory of learning in games has extensively studied situations where agents respond dynamically to each other by optimizing a fixed utility function. However, in real situations, the strategic environment varies as a result of past…