Related papers: Solving Qualitative Multi-Objective Stochastic Gam…
We investigate the increasingly important and common game-solving setting where we do not have an explicit description of the game but only oracle access to it through gameplay, such as in financial or military simulations and computer…
Stochastic games are fundamental in various applications, including the control of cyber-physical systems (CPS), where both controller and environment are modeled as players. Traditional algorithms typically aim to determine a single…
When reasoning about the strategic capabilities of an agent, it is important to consider the nature of its adversaries. In the particular context of controller synthesis for quantitative specifications, the usual problem is to devise a…
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…
Infinite games where several players seek to coordinate under imperfect information are deemed to be undecidable, unless the information is hierarchically ordered among the players. We identify a class of games for which joint winning…
Boolean games are an expressive and natural formalism through which to investigate problems of strategic interaction in multiagent systems. Although they have been widely studied, almost all previous work on Nash equilibria in Boolean games…
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…
Observable games are game situations that reach one of possibly many Nash equilibria. Before an instance of the game starts, an external observer does not know, a priori, what is the exact profile of actions that will occur; thus, he…
We study finite-memory (FM) determinacy in games on finite graphs, a central question for applications in controller synthesis, as FM strategies correspond to implementable controllers. We establish general conditions under which FM…
We study a new modification of the Arrival problem, which allows for nodes that exhibit random as well as controlled behaviour, in addition to switching nodes. We study the computational complexity of these extensions, building on existing…
We study stochastic zero-sum games on graphs, which are prevalent tools to model decision-making in presence of an antagonistic opponent in a random environment. In this setting, an important question is the one of strategy complexity: what…
We give polynomial time algorithms for deciding almost-sure and limit-sure reachability in Branching Concurrent Stochastic Games (BCSGs). These are a class of infinite-state imperfect-information stochastic games that generalize both…
We present an approach for systematically anticipating the actions and policies employed by \emph{oblivious} environments in concurrent stochastic games, while maximizing a reward function. Our main contribution lies in the synthesis of a…
We study strategic interaction in data-driven games where players face uncertainty about payoff distributions inferred from finite samples. To model calibrated attitudes toward such uncertainty, we formulate distributionally robust games…
We consider two-player turn-based games with zero-reachability and zero-safety objectives generated by extended vector addition systems with states. Although the problem of deciding the winner in such games is undecidable in general, we…
The winning condition of a parity game with costs requires an arbitrary, but fixed bound on the cost incurred between occurrences of odd colors and the next occurrence of a larger even one. Such games quantitatively extend parity games…
Value methods for solving stochastic games with partial observability model the uncertainty about states of the game as a probability distribution over possible states. The dimension of this belief space is the number of states. For many…
Stochastic games are often used to model reactive processes. We consider the problem of synthesizing an optimal almost-sure winning strategy in a two-player (namely a system and its environment) turn-based stochastic game with both a…
In rational verification, the aim is to verify which temporal logic properties will obtain in a multi-agent system, under the assumption that agents ("players") in the system choose strategies for acting that form a game theoretic…
We study a class of stochastic target games where one player tries to find a strategy such that the state process almost-surely reaches a given target, no matter which action is chosen by the opponent. Our main result is a geometric dynamic…