Search results for "Computer Science - Computer Science and Game Theory"

showing 9 items of 9 documents

FlashRL: A Reinforcement Learning Platform for Flash Games

2017

Reinforcement Learning (RL) is a research area that has blossomed tremendously in recent years and has shown remarkable potential in among others successfully playing computer games. However, there only exists a few game platforms that provide diversity in tasks and state-space needed to advance RL algorithms. The existing platforms offer RL access to Atari- and a few web-based games, but no platform fully expose access to Flash games. This is unfortunate because applying RL to Flash games have potential to push the research of RL algorithms. This paper introduces the Flash Reinforcement Learning platform (FlashRL) which attempts to fill this gap by providing an environment for thousands of…

FOS: Computer and information sciencesArtificial Intelligence (cs.AI)Computer Science - Artificial IntelligenceComputer Science - Computer Science and Game TheoryComputer Science and Game Theory (cs.GT)
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Election Manipulation on Social Networks with Messages on Multiple Candidates

2019

We study the problem of election control through social influence when the manipulator is allowed to use the locations that she acquired on the network for sending \emph{both} positive and negative messages on \emph{multiple} candidates, widely extending the previous results available in the literature that study the influence of a single message on a single candidate. In particular, we provide a tight characterization of the settings in which the maximum increase in the margin of victory can be efficiently approximated and of those in which any approximation turns out to be impossible. We also show that, in simple networks, a large class of algorithms, mainly including all approaches recen…

FOS: Computer and information sciencesComputer Science - Computer Science and Game TheoryComputer Science and Game Theory (cs.GT)
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Visibly pushdown modular games,

2014

Games on recursive game graphs can be used to reason about the control flow of sequential programs with recursion. In games over recursive game graphs, the most natural notion of strategy is the modular strategy, i.e., a strategy that is local to a module and is oblivious to previous module invocations, and thus does not depend on the context of invocation. In this work, we study for the first time modular strategies with respect to winning conditions that can be expressed by a pushdown automaton. We show that such games are undecidable in general, and become decidable for visibly pushdown automata specifications. Our solution relies on a reduction to modular games with finite-state automat…

FOS: Computer and information sciencesComputer Science::Computer Science and Game TheoryComputer Science - Logic in Computer ScienceTheoryofComputation_COMPUTATIONBYABSTRACTDEVICESTheoretical computer scienceFormal Languages and Automata Theory (cs.FL)Computer scienceComputer Science - Formal Languages and Automata Theory0102 computer and information sciences02 engineering and technologyComputational Complexity (cs.CC)Pushdown01 natural scienceslcsh:QA75.5-76.95Theoretical Computer ScienceComputer Science - Computer Science and Game TheoryComputer Science::Logic in Computer Science0202 electrical engineering electronic engineering information engineeringTemporal logicRecursionbusiness.industrylcsh:MathematicsGames; Modular; Pushdown; Theoretical Computer Science; Information Systems; Computer Science Applications; Computational Theory and MathematicsPushdown automatonModular designDecision problemlcsh:QA1-939Logic in Computer Science (cs.LO)Computer Science ApplicationsUndecidable problemDecidabilityNondeterministic algorithmComputer Science - Computational ComplexityModularTheoryofComputation_MATHEMATICALLOGICANDFORMALLANGUAGESComputational Theory and Mathematics010201 computation theory & mathematics020201 artificial intelligence & image processinglcsh:Electronic computers. Computer scienceGamesbusinessComputer Science::Formal Languages and Automata TheoryComputer Science and Game Theory (cs.GT)Information SystemsInformation and Computation
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On the Complexity of Solving Subtraction Games

2018

We study algorithms for solving Subtraction games, which sometimes are referred to as one-heap Nim games. We describe a quantum algorithm which is applicable to any game on DAG, and show that its query compexity for solving an arbitrary Subtraction game of $n$ stones is $O(n^{3/2}\log n)$. The best known deterministic algorithms for solving such games are based on the dynamic programming approach. We show that this approach is asymptotically optimal and that classical query complexity for solving a Subtraction game is generally $\Theta(n^2)$. This paper perhaps is the first explicit "quantum" contribution to algorithmic game theory.

FOS: Computer and information sciencesComputer Science::Computer Science and Game TheoryQuantum PhysicsComputer Science - Computational ComplexityComputer Science - Computer Science and Game TheoryComputer Science - Data Structures and AlgorithmsComputingMilieux_PERSONALCOMPUTINGFOS: Physical sciencesData Structures and Algorithms (cs.DS)Computational Complexity (cs.CC)Quantum Physics (quant-ph)Computer Science and Game Theory (cs.GT)
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Nash codes for noisy channels

2012

This paper studies the stability of communication protocols that deal with transmission errors. We consider a coordination game between an informed sender and an uninformed decision maker, the receiver, who communicate over a noisy channel. The sender's strategy, called a code, maps states of nature to signals. The receiver's best response is to decode the received channel output as the state with highest expected receiver payoff. Given this decoding, an equilibrium or "Nash code" results if the sender encodes every state as prescribed. We show two theorems that give sufficient conditions for Nash codes. First, a receiver-optimal code defines a Nash code. A second, more surprising observati…

FOS: Computer and information sciencesComputer Science::Computer Science and Game TheoryTheoretical computer scienceComputer scienceInformation Theory (cs.IT)Computer Science - Information TheoryStochastic gamejel:C72jel:D82Stability (learning theory)Data_CODINGANDINFORMATIONTHEORYManagement Science and Operations Researchsender-receiver game communication noisy channel91A28Computer Science ApplicationsComputer Science - Computer Science and Game TheoryBest responseCode (cryptography)Coordination gameQA MathematicsDecoding methodsCommunication channelComputer Science and Game Theory (cs.GT)Computer Science::Information Theory
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Shared value economics: an axiomatic approach

2020

[EN]The concept of shared value was introduced by Porter and Kramer as a new conception of capitalism. Shared value describes the strategy of organizations that simultaneously enhance their competitiveness and the social conditions of related stakeholders such as employees, suppliers and the natural environment. The idea has generated strong interest, but also some controversy due to a lack of a precise definition, measurement techniques and difficulties to connect theory to practice. We overcome these drawbacks by proposing an economic framework based on three key aspects: coalition formation, sustainability and consistency, meaning that conclusions can be tested by means of logical deduct…

FOS: Computer and information sciencesFOS: Economics and businessQuantitative economicsCooperative gamesComputer Science - Computer Science and Game TheoryEconomics - Theoretical EconomicsSociety and environment.Theoretical Economics (econ.TH)Multiple criteria decision makingComputer Science and Game Theory (cs.GT)
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Quantum-over-classical Advantage in Solving Multiplayer Games

2020

We study the applicability of quantum algorithms in computational game theory and generalize some results related to Subtraction games, which are sometimes referred to as one-heap Nim games. In quantum game theory, a subset of Subtraction games became the first explicitly defined class of zero-sum combinatorial games with provable separation between quantum and classical complexity of solving them. For a narrower subset of Subtraction games, an exact quantum sublinear algorithm is known that surpasses all deterministic algorithms for finding solutions with probability $1$. Typically, both Nim and Subtraction games are defined for only two players. We extend some known results to games for t…

FOS: Computer and information sciencesQuantum PhysicsComputer Science - Computational ComplexityComputer Science::Computer Science and Game TheoryComputer Science - Computer Science and Game TheoryComputingMilieux_PERSONALCOMPUTINGFOS: Physical sciencesComputational Complexity (cs.CC)Quantum Physics (quant-ph)Computer Science and Game Theory (cs.GT)
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Quantum strategies are better than classical in almost any XOR game

2011

We initiate a study of random instances of nonlocal games. We show that quantum strategies are better than classical for almost any 2-player XOR game. More precisely, for large n, the entangled value of a random 2-player XOR game with n questions to every player is at least 1.21... times the classical value, for 1-o(1) fraction of all 2-player XOR games.

FOS: Computer and information sciencesQuantum PhysicsComputer Science - Computer Science and Game TheoryFOS: Physical sciencesQuantum Physics (quant-ph)Computer Science and Game Theory (cs.GT)
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MAC Design for WiFi Infrastructure Networks: A Game-Theoretic Approach

2011

In WiFi networks, mobile nodes compete for accessing a shared channel by means of a random access protocol called Distributed Coordination Function (DCF). Although this protocol is in principle fair, since all the stations have the same probability to transmit on the channel, it has been shown that unfair behaviors may emerge in actual networking scenarios because of non-standard configurations of the nodes. Due to the proliferation of open source drivers and programmable cards, enabling an easy customization of the channel access policies, we propose a game-theoretic analysis of random access schemes. Assuming that each node is rational and implements a best response strategy, we show that…

FOS: Computer and information sciencesgame theorycheating nodeaccess protocolsmobile nodesComputer sciencegame-theoretic approachMAC designDistributed coordination functionUpload[INFO.INFO-NI]Computer Science [cs]/Networking and Internet Architecture [cs.NI]MAC protocolschannel access policyComputer Science - Computer Science and Game TheoryFOS: MathematicsElectrical and Electronic EngineeringMathematics - Optimization and Controlwireless LANdistributed coordination functionMechanism designcheating nodesWiFi infrastructure networksbusiness.industryApplied MathematicsNode (networking)WiFiComputerSystemsOrganization_COMPUTER-COMMUNICATIONNETWORKSWiFi; cheating nodes; game theory; MAC protocolsComputer Science ApplicationsShared resourceprogrammable cardsOptimization and Control (math.OC)game-theoretic analysisBest responserandom access schemebusinessrandom access protocolRandom accessCommunication channelComputer networkComputer Science and Game Theory (cs.GT)
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