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Stackelberg planning is a recently introduced single-turn two-player adversarial planning model, where two players are acting in a joint classical planning task, the objective of the first player being hampering the second player from…
Tactical Decision Games (TDGs) are military conflict scenarios presented both textually and graphically on a map. These scenarios provide a challenging domain for machine learning because they are open-ended, highly structured, and…
Strategy video games challenge AI agents with their combinatorial search space caused by complex game elements. State abstraction is a popular technique that reduces the state space complexity. However, current state abstraction methods for…
Gradient-boosted trees achieve strong performance on tabular data, yet often leave a long tail of poorly predicted instances. We introduce a Trajectory-based Difficulty Score (TDS), an instance-level difficulty estimator for boosted…
Mastermind is a popular board game released in 1971, where a codemaker chooses a secret pattern of colored pegs, and a codebreaker has to guess it in several trials. After each attempt, the codebreaker gets a response from the codemaker…
We consider two-player games played in real time on game structures with clocks where the objectives of players are described using parity conditions. The games are \emph{concurrent} in that at each turn, both players independently propose…
Are rewards or penalties more effective in influencing user behavior? This work compares the effectiveness of subsidies and tolls in incentivizing users in congestion games. The predominantly studied method of influencing user behavior in…
The latent block model is used to simultaneously rank the rows and columns of a matrix to reveal a block structure. The algorithms used for estimation are often time consuming. However, recent work shows that the log-likelihood ratios are…
Consider QBF, the Quantified Boolean Formula problem, as a combinatorial game ruleset. The problem is rephrased as determining the winner of the game where two opposing players take turns assigning values to boolean variables. In this…
We study the emergency of mutual cooperation in evolutionary prisoner's dilemma games when the players are located on a square lattice. The players can choose one of the three strategies: cooperation (C), defection (D) or "tit for tat" (T),…
A simplified prisoner's game is studied on a square lattice when the players interacting with their neighbors can follow only two strategies: to cooperate (C) or to defect (D) unconditionally. The players updated in a random sequence have a…
While many dynamical systems of mechanical origin, in particular billiards, are strongly chaotic -- enjoy exponential mixing, the rates of mixing in many other models are slow (algebraic, or polynomial). The dynamics in the latter are…
Deterministic game-solving algorithms are conventionally analyzed in the light of their average-case complexity against a distribution of random game-trees, where leaf values are independently sampled from a fixed distribution. This…
This work shows new results on the complexity of games Jelly-No and Hanano with various constraints on the size of the board and number of colours. Hanano and Jelly-No are one-player, 2D side-view puzzle games with a dynamic board…
In Markov games, playing against non-stationary opponents with learning ability is still challenging for reinforcement learning (RL) agents, because the opponents can evolve their policies concurrently. This increases the complexity of the…
The efficiency of institutionalized punishment is studied by evaluating the stationary states in the spatial public goods game comprising unconditional defectors, cooperators, and cooperating pool-punishers as the three competing…
This document describes the symmetric encryption algorithm called Puzzle. It is free and open. The objective of this paper is to get an opinion about its security from the cryptology community. It is separated in two parts, a technical…
We consider the problem of simultaneous learning in stochastic games with many players in the finite-horizon setting. While the typical target solution for a stochastic game is a Nash equilibrium, this is intractable with many players. We…
In this work we present a hierarchical framework for solving discrete stochastic pursuit-evasion games (PEGs) in large grid worlds. With a partition of the grid world into superstates (e.g., "rooms"), the proposed approach creates a…
We study the problem of finding Stackelberg equilibria in games with a massive number of players. So far, the only known game instances in which the problem is solved in polynomial time are some particular congestion games. However, a…