Related papers: Filters and games
We study a game where one player selects a random function, and the other has to guess that function, and show that with high probability the second player can correctly guess most of the random function. We apply this analysis to…
We unify standard frameworks for approachability both in full or partial monitoring by defining a new abstract game, called the "purely informative game", where the outcome at each stage is the maximal information players can obtain,…
The field of Game Theory provides a useful mechanism for modeling many decision-making scenarios. In participating in these scenarios individuals and groups adopt particular strategies, which generally perform with varying levels of…
Player ONE chooses a meager set and player TWO, a nowhere dense set per inning. They play $\omega$ many innings. ONE's consecutive choices must form a (weakly) increasing sequence. TWO wins if the union of the chosen nowhere dense sets…
Graph games of infinite length are a natural model for open reactive processes: one player represents the controller, trying to ensure a given specification, and the other represents a hostile environment. The evolution of the system…
A game-theoretic setting provides a mathematical basis for analysis of strategic interaction among competing agents and provides insights into both classical and quantum decision theory and questions of strategic choice. An outstanding…
In this paper we introduce a new approach for the study of the complex behavior of Minority Game using the tools of algorithmic complexity, physical entropy and information theory. We show that physical complexity and mutual information…
Feature-based SPL analysis and family-based model checking have seen rapid development. Many model checking problems can be reduced to two-player games on finite graphs. A prominent example is mu-calculus model checking, which is generally…
The large-population system consists of considerable small agents whose individual behavior and mass effect are interrelated via their state-average. The mean-field game provides an efficient way to get the decentralized strategies of…
Mean field type models describing the limiting behavior, as the number of players tends to $+\infty$, of stochastic differential game problems, have been recently introduced by J-M. Lasry and P-L. Lions. Numerical methods for the…
We study various combinatorial properties, and the implications between them, for filters generated by infinite-dimensional subspaces of a countable vector space. These properties are analogous to selectivity for ultrafilters on the natural…
We look at intensionality from the perspective of computation. In particular, we review how game semantics has been used to characterize the sequential functional processes, leading to powerful and flexible methods for constructing fully…
We study minimum integer representations of weighted games, i.e., representations where the weights are integers and every other integer representation is at least as large in each component. Those minimum integer representations, if the…
We define notions of cautiousness and cautious belief to provide epistemic conditions for iterated admissibility in finite games. We show that iterated admissibility characterizes the behavioral implications of "cautious rationality and…
We consider iterative voting models and position them within the general framework of acyclic games and game forms. More specifically, we classify convergence results based on the underlying assumptions on the agent scheduler (the order of…
We consider discrete-time uncertain processes with finite state space and study the properties of game-theoretic upper expectations developed by Shafer and Vovk. We start by proving some basic properties, e.g. monotonicity, law of iterated…
Given a standard myopic dynamic process among coalition structures, an absorbing set is a minimal collection of such structures that is never left once entered through that process. Absorbing sets are an important solution concept in…
We develop a general framework for reasoning about distances between transition systems with quantitative information. Taking as starting point an arbitrary distance on system traces, we show how this leads to natural definitions of a…
Formal models of games help us account for and predict behavior, leading to more robust and innovative designs. While the games research community has proposed many formalisms for both the "game half" (game models, game description…
We introduce the "relative diffuseness" assumption to characterize the differences between payoff-relevant and strategy-relevant diffuseness of information. Based on this assumption, the existence of pure strategy equilibria in games with…