相关论文: Optimal Patrolling Strategies for Trees and Comple…
A checkers-like model game with a simplified set of rules is studied through extensive simulations of agents with different expertise and strategies. The introduction of complementary strategies, in a quite general way, provides a tool to…
We study two-player reachability games on finite graphs. At each state the interaction between the players is concurrent and there is a stochastic Nature. Players also play stochastically. The literature tells us that 1) Player B, who wants…
We study the problem of sensor scheduling for an intrusion detection task. We model this as a two-player zero-sum game over a graph, where the defender (Player 1) seeks to identify the optimal strategy for scheduling sensor orientations to…
We study strategic similarity of game positions in two-player extensive games of perfect information, by looking at the structure of their local game trees, with the aim of improving the performance of game playing agents in detecting…
A focused crawler aims at discovering as many web pages and web sites relevant to a target topic as possible, while avoiding irrelevant ones. Reinforcement Learning (RL) has been a promising direction for optimizing focused crawling,…
We consider a game in which a strategic defender classifies an intruder as spy or spammer. The classification is based on the number of file server and mail server attacks observed during a fixed window. The spammer naively attacks (with a…
Tree projections provide a mathematical framework that encompasses all the various (purely) structural decomposition methods that have been proposed in the literature to single out classes of nearly-acyclic (hyper)graphs, such as the tree…
In this paper, we formalize design patterns, commonly used in the self-stabilizing area, to obtain general statements regarding both correctness and time complexity guarantees. Precisely, we study a general class of algorithms designed for…
A classical multi-agent fence patrolling problem asks: What is the maximum length $L$ of a line that $k$ agents with maximum speeds $v_1,\ldots,v_k$ can patrol if each point on the line needs to be visited at least once every unit of time.…
We present a model for layered security with applications to the protection of sites such as stadiums or large gathering places. We formulate the problem as one of maximizing the capture of illegal contraband. The objective function is…
This paper studies the problem of defending (1D and 2D) boundaries against a large number of continuous attacks with a heterogeneous group of defenders. The defender team has perfect information of the attack events within some time (finite…
Smart grids are vulnerable to cyber-attacks. This paper proposes a game-theoretic approach to evaluate the variations caused by an attacker on the power measurements. Adversaries can gain financial benefits through the manipulation of the…
We investigate a graph probing problem in which an agent has only an incomplete view $G' \subsetneq G$ of the network and wishes to explore the network with least effort. In each step, the agent selects a node $u$ in $G'$ to probe. After…
Pursuit-evasion scenarios appear widely in robotics, security domains, and many other real-world situations. We focus on two-player pursuit-evasion games with concurrent moves, infinite horizon, and discounted rewards. We assume that the…
An algorithm based on backward induction is devised in order to compute the optimal sequence of games to be played in Parrondo games. The algorithm can be used to find the optimal sequence for any finite number of turns or in the steady…
In this paper, we investigate adaptive nonlinear regression and introduce tree based piecewise linear regression algorithms that are highly efficient and provide significantly improved performance with guaranteed upper bounds in an…
We propose a decentralized solution for a pursuit-evasion game involving a heterogeneous group of rational (selfish) pursuers and a single evader based on the framework of potential games. In the proposed game, the evader aims to delay (or,…
We consider a variant of pursuit-evasion games where a single defender is tasked to defend a static target from a sequence of periodically arriving intruders. The intruders' objective is to breach the boundary of a circular target without…
Selfish Network Creation focuses on modeling real world networks from a game-theoretic point of view. One of the classic models by Fabrikant et al. [PODC'03] is the network creation game, where agents correspond to nodes in a network which…
We consider games played on finite graphs, whose goal is to obtain a trace belonging to a given set of winning traces. We focus on those states from which Player 1 cannot force a win. We explore and compare several criteria for establishing…