计算机科学与博弈论
For decades, static solution concepts (Nash, Correlated, and Coarse Correlated Equilibria) and the Price of Anarchy (PoA) have formed the bedrock of algorithmic game theory, with no-regret learning proving fast convergence to such…
Ethereum's Glamsterdam upgrade introduces enshrined proposer-builder separation (ePBS), replacing relay-centric PBS with direct builder bids to proposers. We study how this shift changes the block-building microstructure through a general…
We study robust repeated contextual pricing, where valuations depends linearly on the features. At each round $t\in[T]$, a seller observes a context, posts a price, and receives only a possibly corrupted binary sale feedback. The seller…
We study the complexity of computing stationary Markov coarse correlated equilibria (CCE) in discounted single-controller stochastic (Markov) games [PR81, FV97], a fundamental subclass of stochastic games in which all players may affect…
Concurrent game frames are a standard semantic framework for logics of strategic reasoning. Two notions of coalition power can be derived from such frames: alpha powers and actual powers. An alpha power of a coalition is a set of possible…
Which discrete symmetry groups can arise from strategic interaction? We tile the plane with copies of a bimatrix game's support complex, joined by controlled boundary rules, and show that all seventeen wallpaper groups act on the resulting…
The recent expansion of the FIFA World Cup to 48 teams has prompted discussions regarding a potential further increase to a 64-team format. Scaling the traditional tournament architecture (a round-robin group stage followed by a knockout…
We study the fundamental problem of fairly dividing indivisible items among agents with additive utilities. In our model, an item can be a good yielding non-negative utilities to some agents and simultaneously a chore yielding negative…
We study the fair allocation of $m$ indivisible items to $n$ agents with additive utilities. In our setting, each indivisible item may be a good, yielding non-negative utility to some agents, or a chore, yielding negative utility to others.…
Adversarial team games (ATGs) with asymmetric information, such as adversarial path-finding, goal search, and reachability games on graphs, require strategies that are robust to hidden opponent types, such as a hidden goal flag, and to…
Hardening IT on-premises environments can be a daunting task for teams without access to adequate cybersecurity expertise. In this regard, Decision Support Systems (DSS) with embedded expert knowledge can assist users by guiding them with…
We study unconstrained bilinear zero-sum games, a fundamental model in online learning, adversarial optimization, and multi-agent decision-making. We introduce the implicit midpoint gradient descent rule, which we derive from…
Prophet inequalities have become a central tool for analyzing the performance of online algorithms. However, most existing results assume that input random variables are independent, which limits their applicability. Motivated by this gap,…
We revisit the problem of matching on the line with ordinal preferences. In the classic setting, there are $n$ agents and $n$ items in a shared unknown line metric, and the goal is to find a low-cost perfect matching using only the agents'…
Computing Nash equilibrium policies in multi-agent Pursuit-Evasion games (PEG) is challenging due to the exponential growth of the joint state and action spaces with the number of agents. Existing approaches either rely on offline…
Forecast aggregation aims to combine information from multiple Bayesian experts' forecasts into an aggregate forecast. In much of this literature, however, the aggregate forecast is optimized for a particular loss or robustness criterion…
We present a metagame analysis of the competitive Pokemon Trading Card Game, machine-checked in Lean 4 over real tournament data. The headline game-theoretic results, including Nash equilibrium, replicator dynamics, and the matrix-level…
We study a multi-sender Bayesian persuasion problem with one receiver and several strategic senders. The underlying ground state has multiple components, each privately observed by a different sender, while the receiver holds a common prior…
In evolutionary game dynamics, there exists a hypothesis, which states that, the dynamic structure of the game's steady -- state system is characterized by the linear superposition of eigenmanifolds, which depends specifically on the…
Federated foundation-model adaptation increasingly relies on heterogeneous private artifacts (retrieval corpora, prompts and demonstrations, LoRA adapters, preference and safety data, and update sketches), yet existing federated-learning…