Related papers: An Automata-Based Approach to Games with $\omega$-…
This paper reframes approachability theory within the context of population games. Thus, whilst one player aims at driving her average payoff to a predefined set, her opponent is not malevolent but rather extracted randomly from a…
In many cases the Nash equilibria are not predictive of the experimental players' behaviour. For some games of Game Theory it is proposed here a method to estimate the probabilities with which the different options will be actually chosen…
Strategic interactions can be represented more concisely, and analyzed and solved more efficiently, if we are aware of the symmetries within the multiagent system. Symmetries also have conceptual implications, for example for equilibrium…
Probabilistic timed automata are a suitable formalism to model systems with real-time, nondeterministic and probabilistic behaviour. We study two-player zero-sum games on such automata where the objective of the game is specified as the…
In this dissertation, we analyze the computational properties of game-theoretic centrality measures. The key idea behind game-theoretic approach to network analysis is to treat nodes as players in a cooperative game, where the value of each…
This paper develops a game-theoretic decision-making framework for autonomous driving in multi-agent scenarios. A novel hierarchical game-based decision framework is developed for the ego vehicle. This framework features an interaction…
We present a computational formulation for the approximate version of several variational inequality problems, investigating their computational complexity and establishing PPAD-completeness. Examining applications in computational game…
The aggregation of conflicting preferences is a central problem in multiagent systems. The key difficulty is that the agents may report their preferences insincerely. Mechanism design is the art of designing the rules of the game so that…
In this manuscript, we define and study probabilistic values for cooperative games on simplicial complexes. Inspired by the work of Weber "Probabilistic values for games", we establish the new theory step by step, following the classical…
We study life over the course of video game history as represented by their mechanics. While there have been some variations depending on genre or "character type", we find that most games converge to a similar representation. We also…
The aggregation of conflicting preferences is a central problem in multiagent systems. The key difficulty is that the agents may report their preferences insincerely. Mechanism design is the art of designing the rules of the game so that…
In the context of two-player games over graphs, a language $L$ is called positional if, in all games using $L$ as winning objective, the protagonist can play optimally using positional strategies, that is, strategies that do not depend on…
In this chapter, we deal with some specific domains of applications to game theory. This is one of the major class of models in the new approaches of modelling in the economic domain. For that, we use genetic automata which allow to build…
This article considers a mean field game model inspired by crowd motion models in which agents aim at reaching a given target set and wish to minimize a cost consisting of an individual running cost, an individual cost depending on the…
In two-player games on graphs, the simplest possible strategies are those that can be implemented without any memory. These are called positional strategies. In this paper, we characterize objectives recognizable by deterministic B\"uchi…
We study potential games on unimodular random graphs of bounded degree, where players interact through the underlying network. Using the unimodular measure, we define a well-posed global potential that captures both finite- and…
In this paper, we present the Proportional Payoff Allocation Game (PPA-Game), which characterizes situations where agents compete for divisible resources. In the PPA-game, agents select from available resources, and their payoffs are…
We study turn-based stochastic zero-sum games with lexicographic preferences over reachability and safety objectives. Stochastic games are standard models in control, verification, and synthesis of stochastic reactive systems that exhibit…
We recently introduced p-automata, automata that read discrete-time Markov chains. We used turn-based stochastic parity games to define acceptance of Markov chains by a subclass of p-automata. Definition of acceptance required a cumbersome…
Algorithmic game theory (AGT) focuses on the design and analysis of algorithms for interacting agents, with interactions rigorously formalized within the framework of games. Results from AGT find applications in domains such as online…