Related papers: Three-player impartial games
We study the mathematical properties of probabilistic processes in which the independent actions of $n$ players (`causes') can influence the outcome of each player (`effects'). In such a setting, each pair of outcomes will generally be…
We introduce a problem set-up we call the Iterated Matching Pennies (IMP) game and show that it is a powerful framework for the study of three problems: adversarial learnability, conventional (i.e., non-adversarial) learnability and…
The present study explores a problem that can be resolved by employing the notion of a partially defined cooperative game, yet cannot by using a restricted game. The following situation is considered: First, it is assumed that the worth of…
This paper provides an analysis of different formal representations of beliefs in epistemic game theory. The aim is to attempt a synthesis of different structures of beliefs in the presence of indeterminate probabilities. Special attention…
Game-theoretic interactions with AI agents could differ from traditional human-human interactions in various ways. One such difference is that it may be possible to simulate an AI agent (for example because its source code is known), which…
This paper examines games with strategic complements or substitutes and incomplete information, where players are uncertain about the opponents' parameters. We assume that the players' beliefs about the opponent's parameters are selected…
This paper investigates some necessary and sufficient conditions for a game to be a potential game. At first, we extend the classical results of Slade and Monderer and Shapley from games with one-dimensional action spaces to games with…
Strategic games admit a multi-graph representation, in which two kinds of relations, accessibility, and preferences, are used to describe how the players compare the possible outcomes. A category of games with a fixed set of players…
This work introduces a unified framework for analyzing games in greater depth. In the existing literature, players' strategies are typically assigned scalar values, and equilibrium concepts are used to identify compatible choices. However,…
Argumentation is one of the most popular approaches of defining a~non-monotonic formalism and several argumentation based semantics were proposed for defeasible logic programs. Recently, a new approach based on notions of conflict…
We study a class of probabilistic cooperative games which can be treated as an extension of the classical cooperative games with transferable utilities. The coalitions have an exogenous probability of being realized. This probability…
Game theory is the study of tractable games which may be used to model more complex systems. Board games, video games and sports, however, are intractable by design, so "ludological" theories about these games as complex phenomena should be…
Two structures $A$ and $B$ are $n$-equivalent if player II has a winning strategy in the $n$-move Ehrenfeucht-Fra\"iss\'e game on $A$ and $B$. In earlier papers we studied $n$-equivalence classes of ordinals and coloured ordinals. In this…
We study turn-based quantitative games of infinite duration opposing two antagonistic players and played over graphs. This model is widely accepted as providing the adequate framework for formalizing the synthesis question for reactive…
Two players alternate moves in the following impartial combinatorial game: Given a finitely generated abelian group $A$, a move consists of picking some nonzero element $a \in A$. The game then continues with the quotient group $A/ \langle…
We develop a theory of combinatorial games that is appropriate for describing positions in Hex and other monotone set coloring games. We consider two natural conditions on such games: a game is monotone if all moves available to both…
The achievement of common goals through voluntary efforts of members of a group can be challenged by the high temptation of individual defection. Here, two-person one-goal assurance games are generalized to N-person, M-goal achievement…
Stochastic games combine controllable and adversarial non-determinism with stochastic behavior and are a common tool in control, verification and synthesis of reactive systems facing uncertainty. Multi-objective stochastic games are natural…
In this work, we proposed a new $N$-person game in which the players can bet on two options, for example represented by two boxers. Some of the players have privileged information about the boxers and part of them can provide this…
We examine the problem of the existence of optimal deterministic stationary strategiesintwo-players antagonistic (zero-sum) perfect information stochastic games with finitely many states and actions.We show that the existenceof such…