相关论文: Choose Your Battles: Distributed Learning Over Mul…
This paper considers an online multi-player resource-sharing game with bandit feedback. Multiple players choose from a finite collection of resources in a time slotted system. In each time slot, each resource brings a random reward that is…
High performance machine learning models have become highly dependent on the availability of large quantity and quality of training data. To achieve this, various central agencies such as the government have suggested for different data…
Multi-access edge computing (MEC) is a promising architecture to provide low-latency applications for future Internet of Things (IoT)-based network systems. Together with the increasing scholarly attention on task offloading, the problem of…
Min-max problems are important in multi-agent sequential decision-making because they improve the performance of the worst-performing agent in the network. However, solving the multi-agent min-max problem is challenging. We propose a…
We introduce a new model involving TU-games and exogenous structures. Specifically, we consider that each player in a population can choose an element in a strategy set and that, for every possible strategy profile, a TU-game is associated…
This paper introduces a novel framework for modeling interacting humans in a multi-stage game. This "iterated semi network-form game" framework has the following desirable characteristics: (1) Bounded rational players, (2) strategic players…
Artificial intelligence and robotic competitions are accompanied by a class of game paradigms in which each player privately commits a strategy to a game system which simulates the game using the collected joint strategy and then returns…
Humans have an impressive ability to solve complex coordination problems in a fully distributed manner. This ability, if learned as a set of distributed multirobot coordination strategies, can enable programming large groups of robots to…
Learning in games refers to scenarios where multiple players interact in a shared environment, each aiming to minimize their regret. An equilibrium can be computed at a fast rate of $O(1/T)$ when all players follow the optimistic…
We study the quality of outcomes in repeated games when the population of players is dynamically changing and participants use learning algorithms to adapt to the changing environment. Game theory classically considers Nash equilibria of…
Decision-making problems of sequential nature, where decisions made in the past may have an impact on the future, are used to model many practically important applications. In some real-world applications, feedback about a decision is…
Underlying relationships among multi-agent systems (MAS) in hazardous scenarios can be represented as Game-theoretic models. We measure the performance of MAS achieving tasks from the perspective of balancing success probability and system…
Tic Tac Toe is amongst the most well-known games. It has already been shown that it is a biased game, giving more chances to win for the first player leaving only a draw or a loss as possibilities for the opponent, assuming both the players…
We studied spatial Prisoner's Dilemma and Stag Hunt games where both the strategy distribution and the players' individual noise level could evolve to reach higher individual payoff. Players are located on the sites of different…
Online learning algorithms that minimize regret provide strong guarantees in situations that involve repeatedly making decisions in an uncertain environment, e.g. a driver deciding what route to drive to work every day. While regret…
In tug-of-war, two players compete by moving a counter along edges of a graph, each winning the right to move at a given turn according to the flip of a possibly biased coin. The game ends when the counter reaches the boundary, a fixed…
Within the context of video games the notion of perfectly rational agents can be undesirable as it leads to uninteresting situations, where humans face tough adversarial decision makers. Current frameworks for stochastic games and…
Mean-payoff games are important quantitative models for open reactive systems. They have been widely studied as games of full observation. In this paper we investigate the algorithmic properties of several sub-classes of mean-payoff games…
We study distributed planning for multi-robot systems to provide optimal service to cooperative tasks that are distributed over space and time. Each task requires service by sufficiently many robots at the specified location within the…
We propose a simple channel-allocation method based on tug-of-war (TOW) dynamics, combined with the time scheduling based on nonlinear oscillator synchronization to efficiently use of the space (channel) and time resources in wireless…