Related papers: The laced interactive games and their a posteriori…
Learning in multi-player games can model a large variety of practical scenarios, where each player seeks to optimize its own local objective function, which at the same time relies on the actions taken by others. Motivated by the frequent…
We construct numerical approximations for Mean Field Games with fractional or nonlocal diffusions. The schemes are based on semi-Lagrangian approximations of the underlying control problems/games along with dual approximations of the…
Kaleidoscope-roulettes, a proper class of perception games, is described. Kaleidoscope-roulette is defined as a perception and, hence, verbalizable interactive game, whose hidden dialogue consists of quasirandom sequences of ``words''. The…
We introduce a class of cooperative games induced by weighted directed graphs. Specifically, the coalitional value combines an internal interaction term given by the induced subgraph game with an external component based on minimal incoming…
Response delay is an inherent and essential part of human actions. In the context of human balance control, the response delay is traditionally modeled using the formalism of delay-differential equations, which adopts the approximation of…
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…
We examine the long-run behavior of a wide range of dynamics for learning in nonatomic games, in both discrete and continuous time. The class of dynamics under consideration includes fictitious play and its regularized variants, the…
We use ideas from distributed computing and game theory to study dynamic and decentralized environments in which computational nodes, or decision makers, interact strategically and with limited information. In such environments, which arise…
The class of weakly acyclic games, which includes potential games and dominance-solvable games, captures many practical application domains. In a weakly acyclic game, from any starting state, there is a sequence of better-response moves…
Incomplete cooperative games generalise the classical model of cooperative games by omitting the values of some of the coalitions. This allows to incorporate uncertainty into the model and study the underlying games as well as possible…
Game theory provides a general mathematical background to study the effect of pair interactions and evolutionary rules on the macroscopic behavior of multi-player games where players with a finite number of strategies may represent a wide…
The article is devoted to mathematical methods of experimental detection of interactive phenomena in complex systems and their analysis.
We investigate a variety of cut and choose games, their relationship with (generic) large cardinals, and show that they can be used to characterize a number of properties of ideals and of partial orders: certain notions of distributivity,…
A combinatorial game is a two-player game without hidden information or chance elements. The main object of combinatorial game theory is to obtain the outcome, which player has a winning strategy, of a given combinatorial game. Positions of…
This entry introduces educational games in secondary schools. Educational games include three main types of educational activities with a playful learning intention supported by digital technologies: educational serious games, educational…
Models in Multicriteria Decision Analysis (MCDA) can be analyzed by means of an importance index and an interaction index for every group of criteria. We consider first discrete models in MCDA, without further restriction, which amounts to…
Current "social acceptability" guidelines for interactive technologies advise against certain, seemingly problematic forms of interaction. Specifically, "suspenseful" interactions, characterized by visible manipulations and invisible…
Gamification and Serious Games are progressively being used over a host of fields, particularly to support education. Such games provide a new way to engage students with content and can complement more traditional approaches to learning.…
There are many combinatorial games in which a move can terminate the game, such as a checkmate in chess. These moves give rise to diverse situations that fall outside the scope of the classical normal play structure. To analyze these games,…
Serious games are increasingly being used in cybersecurity education to engage and educate users. Several studies with cybersecurity serious games have shown that they are successful in educating users and the users also find them both fun…