Related papers: Adversarial Synchronization
This paper studies a class of strongly monotone games involving non-cooperative agents that optimize their own time-varying cost functions. We assume that the agents can observe other agents' historical actions and choose actions that best…
The usual representation of quantum algorithms is limited to the process of solving the problem. We extend it to the process of setting the problem. Bob, the problem setter, selects a problem-setting by the initial measurement. Alice, the…
In a recently introduced coset guessing game, Alice plays against Bob and Charlie, aiming to meet a joint winning condition. Bob and Charlie can only communicate before the game starts to devise a joint strategy. The game we consider begins…
A deterministic finite automaton is synchronizing if there exists a word that sends all states of the automaton to the same state. \v{C}ern\'y conjectured in 1964 that a synchronizing automaton with $n$ states has a synchronizing word of…
A central task of artificial intelligence is the design of artificial agents that act towards specified goals in partially observed environments. Since such environments frequently include interaction over time with other agents with their…
A word is called a reset word for a deterministic finite automaton if it maps all the states of the automaton to a unique state. Deciding about the existence of a reset word of a given maximum length for a given automaton is known to be an…
In this work we completely characterize how the frequency with which each player participates in the game dynamics affects the possibility of reaching efficient states, i.e., states with an approximation ratio within a constant factor from…
We exhibit the construction of a deterministic automaton that, given k > 0, recognizes the (regular) language of k-differentiable words. Our approach follows a scheme of Crochemore et al. based on minimal forbidden words. We extend this…
We follow language theoretic approach to synchronizing automata and \v{C}ern\'{y}'s conjecture initiated in a series of recent papers. We find a precise lower bound for the reset complexity of a principal ideal languages. Also we show a…
We consider turn-based stochastic two-player games with a combination of a parity condition that must hold surely, that is in all possible outcomes, and of a parity condition that must hold almost-surely, that is with probability 1. The…
This work considers a stochastic Nash game in which each player solves a parameterized stochastic optimization problem. In deterministic regimes, best-response schemes have been shown to be convergent under a suitable spectral property…
In games with imperfect recall, players may forget the sequence of decisions they made in the past. When players also forget whether they have already encountered their current decision point, they are said to be absent-minded. Solving…
Repeated games have a long tradition in the behavioral sciences and evolutionary biology. Recently, strategies were discovered that permit an unprecedented level of control over repeated interactions by enabling a player to unilaterally…
Semiautomata form a rich class of sequence-processing algorithms with applications in natural language processing, robotics, computational biology, and data mining. We establish the first Statistical Query hardness result for semiautomata…
We examine a variant of the Naming Game, where agents having several words communicate more often than single-word agents. Depending on the preference and dimensionality, the model either converges to a single-language state as in an…
We prove that a uniformly random automaton with $n$ states on a 2-letter alphabet has a synchronizing word of length $O(n^{1/2}\log n)$ with high probability (w.h.p.). That is to say, w.h.p. there exists a word $\omega$ of such length, and…
We study the dynamics of repeated fair division between two players, Alice and Bob, where Alice partitions a cake into two subsets and Bob chooses his preferred one over $T$ rounds. Alice aims to minimize her regret relative to the…
We construct subgame-perfect equilibria with mixed strategies for symmetric stochastic timing games with arbitrary strategic incentives. The strategies are qualitatively different for local first- or second-mover advantages, which we…
We describe a simple scheme that allows an agent to learn about its environment in an unsupervised manner. Our scheme pits two versions of the same agent, Alice and Bob, against one another. Alice proposes a task for Bob to complete; and…
We present an infinite series of $n$-state Eulerian automata whose reset words have length at least $(n^2-3)/2$. This improves the current lower bound on the length of shortest reset words in Eulerian automata. We conjecture that…