相关论文: The Determinacy of Context-Free Games
In this paper, we investigate under which conditions normal-form games are (guaranteed to be) strategically equivalent. First, we show for N-player games (N >= 3) that (A) it is NP-hard to decide whether a given strategy is a best response…
Selective versions of screenability and of strong screenability coincide in a large class of spaces. We show that the corresponding games are not equivalent in even such standard metric spaces as the closed unit interval. We identify…
We study a zero-sum stochastic differential game (SDG) in which one controller plays an impulse control while their opponent plays a stochastic control. We consider an asymmetric setting in which the impulse player commits to, at the start…
A classic model to study strategic decision making in multi-agent systems is the normal-form game. This model can be generalised to allow for an infinite number of pure strategies leading to continuous games. Multi-objective normal-form…
We consider the general model of zero-sum repeated games (or stochastic games with signals), and assume that one of the players is fully informed and controls the transitions of the state variable. We prove the existence of the uniform…
We study two types of two player, perfect information games with no chance moves, played on the edge set of the binomial random graph ${\mathcal G}(n,p)$. In each round of the $(1 : q)$ Waiter-Client Hamiltonicity game, the first player,…
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…
It is known that if two players achieve a superclassical score at a nonlocal game $G$, then their outputs are certifiably random - that is, regardless of the strategy used by the players, a third party will not be able to perfectly predict…
We consider finite $n$-person deterministic graphical (DG) games. These games are modelled by finite directed graphs (digraphs) $G$ which may have directed cycles and, hence, infinite plays. Yet, it is assumed that all these plays are…
We investigate Maker-Breaker games on graphs of size $\aleph_1$ in which Maker's goal is to build a copy of the host graph. We establish a firm dependence of the outcome of the game on the axiomatic framework. Relating to this, we prove…
Zero-determinant (ZD) strategies, a recently found novel class of strategies in repeated games, has attracted much attention in evolutionary game theory. A ZD strategy unilaterally enforces a linear relation between average payoffs of…
The solution of parity games over pushdown graphs (Walukiewicz '96) was the first step towards an effective theory of infinite-state games. It was shown that winning strategies for pushdown games can be implemented again as pushdown…
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…
First, we consider the problem of deciding whether a nonlocal game admits a perfect entangled strategy that uses projective measurements on a maximally entangled shared state. Via a polynomial-time Karp reduction, we show that independent…
Zero-determinant strategies are a class of memory-one strategies in repeated games which unilaterally enforce linear relationships between payoffs. It has long been unclear for what stage games zero-determinant strategies exist. We provide…
We analyse the computational complexity of finding Nash equilibria in turn-based stochastic multiplayer games with omega-regular objectives. We show that restricting the search space to equilibria whose payoffs fall into a certain interval…
In the context of 2-player zero-sum infinite-duration games played on (potentially infinite) graphs, the memory of an objective is the smallest integer k such that in any game won by Eve, she has a strategy with <= k states of memory. For…
We study 2-player zero-sum concurrent (i.e., simultaneous move) stochastic B\"uchi games and Transience games on countable graphs. Two players, Max and Min, seek respectively to maximize and minimize the probability of satisfying the game…
Self-play via online learning is one of the premier ways to solve large-scale two-player zero-sum games, both in theory and practice. Particularly popular algorithms include optimistic multiplicative weights update (OMWU) and optimistic…
Game balancing is an important part of the (computer) game design process, in which designers adapt a game prototype so that the resulting gameplay is as entertaining as possible. In industry, the evaluation of a game is often based on…