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In the game of Matching Pennies, Alice and Bob each hold a penny, and at every tick of the clock they simultaneously display the head or the tail sides of their coins. If they both display the same side, then Alice wins Bob's penny; if they…
In a distributed game we imagine a team Player engaging a team Opponent in a distributed fashion. Such games and their strategies have been formalised in concurrent games based on event structures. However there are limitations in founding…
We study the effects of randomness on competitions based on an elementary random process in which there is a finite probability that a weaker team upsets a stronger team. We apply this model to sports leagues and sports tournaments, and…
We present a new multiplayer game model for the interaction and the flow of information in a distributed system. The players are tokens on a Petri net. As long as the players move in independent parts of the net, they do not know of each…
Teams frequently compete on multiple fronts: political parties contest districts for majority control, contractors field specialized units to win procurement contracts, and squads play match by match for titles. Although the prize accrues…
In the synthesis of distributed systems, we automate the development of distributed programs and hardware by automatically deriving correct implementations from formal specifications. For synchronous distributed systems, the synthesis…
This paper considers information sharing in a multi-player repeated game. Every round, each player observes a subset of components of a random vector and then takes a control action. The utility earned by each player depends on the full…
We study games in which every action requires planning and preparation. Moreover, before players act, they can revise their plans based on partially revealing information that they receive on their adversary's preparations. In turn, we…
In the context of multiplayer games, the parallel repetition problem can be phrased as follows: given a game $G$ with optimal winning probability $1-\alpha$ and its repeated version $G^n$ (in which $n$ games are played together, in…
We consider a class of Nash games, termed as aggregative games, being played over a networked system. In an aggregative game, a player's objective is a function of the aggregate of all the players' decisions. Every player maintains an…
A recurring theme in recent computer science literature is that proper design of signaling schemes is a crucial aspect of effective mechanisms aiming to optimize social welfare or revenue. One of the research endeavors of this line of work…
In this paper, we study the problem of learning the skill distribution of a population of agents from observations of pairwise games in a tournament. These games are played among randomly drawn agents from the population. The agents in our…
Consider the following game between a random player R and a deterministic player D. There is a pile of n elements at the beginning. The rules for playing are as follows: In each turn of R, if the pile contains exactly m elements, R removes…
We consider a team game reward, and we derive a stochastic Pontryagin's maximum principle for distributed stochastic differential systems with decentralized noisy information structures. Our methodology utilizes the semi martingale…
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…
N players are randomly fitted with a colored hat (q different colors). All players guess simultaneously the color of their own hat observing only the hat colors of the other N-1 players. The team wins if all players guess right. No…
In this paper we review some of the main results obtained in the field of truels. A "truel" is a generalization of a duel involving three players. Depending on the rules used for chosing the players, we may distinguish between the random,…
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 the article a turn-based game played on four computers connected via network is investigated. There are three computers with natural intelligence and one with artificial intelligence. Game table is seen by each player's own view point in…
We consider a version of large population games whose players compete for resources using strategies with adaptable preferences. The system efficiency is measured by the variance of the decisions. In the regime where the system can be…