Related papers: Randomise Alone, Reach as a Team
This paper investigates online distributed aggregative games with time-varying cost functions, where agents are interconnected through an unbalanced communication graph. Due to the distributed and noncooperative nature of the game, some…
Infinitely repeated games support equilibrium concepts beyond those present in one-shot games (e.g., cooperation in the prisoner's dilemma). Nonetheless, repeated games fail to capture our real-world intuition for settings with many…
We introduce and study Maker/Breaker-type positional games on random graphs. Our main concern is to determine the threshold probability $p_{F}$ for the existence of Maker's strategy to claim a member of $F$ in the unbiased game played on…
The Traveling Tournament Problem (TTP) is a challenging combinatorial optimization problem that has attracted the interest of researchers around the world. This paper proposes an improved search neighbourhood for the TTP that has been…
In a recent paper Velleman and Warrington analyzed the expected values of some of the parameters in a memory game, namely, the length of the game, the waiting time for the first match, and the number of lucky moves. In this paper we…
The advent of online genomic data-sharing services has sought to enhance the accessibility of large genomic datasets by allowing queries about genetic variants, such as summary statistics, aiding care providers in distinguishing between…
In this paper we consider a distributed coordination game played by a large number of agents with finite information sets, which characterizes emergence of a single dominant attribute out of a large number of competitors. Formally, $N$…
Prophet inequalities are a central object of study in optimal stopping theory. In the iid model, a gambler sees values in an online fashion, sampled independently from a given distribution. Upon observing each value, the gambler either…
Game theory provides the gold standard for analyzing adversarial engagements, offering strong optimality guarantees. However, these guarantees often become brittle when assumptions such as perfect information are violated. Reinforcement…
We introduce two-level discounted games played by two players on a perfect-information stochastic game graph. The upper level game is a discounted game and the lower level game is an undiscounted reachability game. Two-level games model…
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 apply Game Theory to a mathematical representation of two competing teams of agents connected within a complex network, where the ability of each side to manoeuvre their resource and degrade that of the other depends on their ability to…
Studying distributed computing through the lens of algebraic topology has been the source of many significant breakthroughs during the last two decades, especially in the design of lower bounds or impossibility results for deterministic…
Temporal graphs extend ordinary graphs with discrete time that affects the availability of edges. We consider solving games played on temporal graphs where one player aims to explore the graph, i.e., visit all vertices. The complexity…
Game-theoretic techniques and equilibria analysis facilitate the design and verification of competitive systems. While algorithmic complexity of equilibria computation has been extensively studied, practical implementation and application…
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…
Multi-agent reinforcement learning (MARL) is a prevalent learning paradigm for solving stochastic games. In most MARL studies, agents in a game are defined as teammates or enemies beforehand, and the relationships among the agents remain…
This paper studies multiplayer turn-based games on graphs in which player preferences are modeled as $\omega$-automatic relations given by deterministic parity automata. This contrasts with most existing work, which focuses on specific…
We study the problem of synthesizing control strategies for Linear Temporal Logic (LTL) objectives in unknown environments. We model this problem as a turn-based zero-sum stochastic game between the controller and the environment, where the…
We define reachability games based on Dynamic Epistemic Logic (DEL), where the players' actions are finely described as DEL action models. We first consider the setting where an external controller with perfect information interacts with an…