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Because combat environments change over time and technology upgrades are widespread for ground vehicles, a large number of vehicles and equipment become quickly obsolete. A possible solution for the U.S. Army is to develop fleets of modular…
We compare two approaches for modelling imperfect information in infinite games by using finite-state automata. The first, more standard approach views information as the result of an observation process driven by a sequential Mealy…
In a single-state repeated game, zero-determinant strategies can unilaterally force functions of the payoffs to take values in particular closed intervals. When the explicit use of a determinant is absent from the analysis, they are instead…
In this article, we establish a class of new accelerated modulus-based iteration methods for solving the linear complementarity problem. When the system matrix is an $H_+$-matrix, we present appropriate criteria for the convergence…
Linear Time Invariant (LTI) systems are ubiquitous in control applications. Unbounded-time reachability analysis that can cope with industrial-scale models with thousands of variables is needed. To tackle this problem, we use abstract…
Sufficiently accurate finite state models, also called symbolic models or discrete abstractions, allow one to apply fully automated methods, originally developed for purely discrete systems, to formally reason about continuous and hybrid…
We study two-player games played on the infinite graph of sentential forms induced by a context-free grammar (that comes with an ownership partitioning of the non-terminals). The winning condition is inclusion of the derived terminal word…
We develop the fictitious play algorithm in the context of the linear programming approach for mean field games of optimal stopping and mean field games with regular control and absorption. This algorithm allows to approximate the mean…
Two-player zero-sum games are a well-established model for synthesising controllers that optimise some performance criterion. In such games one player represents the controller, while the other describes the (adversarial) environment, and…
Game Theory studies situations in which multiple agents having conflicting objectives have to reach a collective decision. The question of a compact representation language for agents utility function is of crucial importance since the…
The ``losing positions" of certain combinatorial games constitute linear error detecting and correcting codes. We show that a large class of games that can be cast in the form of *annihilation games*, provides a potentially polynomial…
Understanding the emergence and stability of cooperation in public goods games is important due to its applications in fields such as biology, economics, and social science. However, a gap remains in comprehending how mutations, both…
We study the complexity of reasoning tasks for logics in team semantics. Our main focus is on the data complexity of model checking but we also derive new results for logically defined counting and enumeration problems. Our approach is…
We describe the design and implementation of a reasoning engine that facilitates the gamification of loop-invariant discovery. Our reasoning engine enables students, computational agents and regular software engineers with no formal methods…
Multi-agent trajectory data collected from domains such as team sports often suffer from missing values due to various factors. While many imputation methods have been proposed for spatiotemporal data, they are not well-suited for…
In this paper, we propose an incremental abstraction method for dynamically over-approximating nonlinear systems in a bounded domain by solving a sequence of linear programs, resulting in a sequence of affine upper and lower hyperplanes…
Game theory is used by all behavioral sciences, but its development has long centered around tools for relatively simple games and toy systems, such as the economic interpretation of equilibrium outcomes. Our contribution, compositional…
We present an extension-based approach for computing and verifying preferences in an abstract argumentation system. Although numerous argumentation semantics have been developed previously for identifying acceptable sets of arguments from…
Estimating discrete games of complete information is often computationally difficult due to partial identification and the absence of closed-form moment characterizations. This paper proposes computationally tractable approaches to…
In this paper, we delve into the utilization of the negative momentum technique in constrained minimax games. From an intuitive mechanical standpoint, we introduce a novel framework for momentum buffer updating, which extends the findings…