Related papers: Concurrent Permissive Strategy Templates
Strategic interactions between competitive entities are generally considered from the perspective of complete revelation of benefits achieved from those interactions, in the form of public payoff functions and/or beliefs, in the announced…
Admissible strategies, i.e. those that are not dominated by any other strategy, are a typical rationality notion in game theory. In many classes of games this is justified by results showing that any strategy is admissible or dominated by…
The manual implementation of distributed systems is an error-prone task because of the asynchronous interplay of components and the environment. Bounded synthesis automatically generates an implementation for the specification of the…
Infinite-duration games with disturbances extend the classical framework of infinite-duration games, which captures the reactive synthesis problem, with a discrete measure of resilience against non-antagonistic external influence. This…
Understanding the properties of games played under computational constraints remains challenging. For example, how do we expect rational (but computationally bounded) players to play games with a prohibitively large number of states, such…
This paper studies consensus of discrete-time multi-agent systems under time-varying directed communication, state and input constraints using a distributed multi-step model predictive control (MPC) framework. Consensus is recast as…
In their seminal PODC 1991 paper, Ostrovsky and Yung introduced the study of distributed computation in the presence of mobile adversaries which can dynamically appear throughout the network. Over the years, this setting has been studied…
Extensive-form games are a common model for multiagent interactions with imperfect information. In two-player zero-sum games, the typical solution concept is a Nash equilibrium over the unconstrained strategy set for each player. In many…
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…
We study stochastic evolution of optional games on simple graphs. There are two strategies, A and B, whose interaction is described by a general payoff matrix. In addition there are one or several possibilities to opt out from the game by…
Algorithms for playing in Stackelberg games have been deployed in real-world domains including airport security, anti-poaching efforts, and cyber-crime prevention. However, these algorithms often fail to take into consideration the…
This paper studies a two-player game with a quantitative surveillance requirement on an adversarial target moving in a discrete state space and a secondary objective to maximize short-term visibility of the environment. We impose the…
We study countably infinite stochastic 2-player games with reachability objectives. Our results provide a complete picture of the memory requirements of $\varepsilon$-optimal (resp. optimal) strategies. These results depend on the size of…
An old dream of concurrency theory and programming language semantics has been to uncover the fundamental synchronization mechanisms which regulate situations as different as game semantics for higher-order programs, and Hoare logic for…
This paper considers a class of reinforcement-based learning (namely, perturbed learning automata) and provides a stochastic-stability analysis in repeatedly-played, positive-utility, finite strategic-form games. Prior work in this class of…
Concurrent software for engineering computations consists of multiple cooperating modules. The behavior of individual modules is described by means on state diagrams. In the paper, the constraints on state diagrams are proposed, allowing…
Session types provide a typing discipline for message-passing systems. However, their theory often assumes an ideal world: one in which everything is reliable and without failures. Yet this is in stark contrast with distributed systems in…
A special sorting operation called Context Directed Swap, and denoted \textbf{cds}, performs certain types of block interchanges on permutations. When a permutation is sortable by \textbf{cds}, then \textbf{cds} sorts it using the fewest…
Timed automata are a convenient mathematical model for modelling and reasoning about real-time systems. While they provide a powerful way of representing timing aspects of such systems, timed automata assume arbitrary precision 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,…