3,483 research outputs found

    Boolean Hedonic Games

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    We study hedonic games with dichotomous preferences. Hedonic games are cooperative games in which players desire to form coalitions, but only care about the makeup of the coalitions of which they are members; they are indifferent about the makeup of other coalitions. The assumption of dichotomous preferences means that, additionally, each player's preference relation partitions the set of coalitions of which that player is a member into just two equivalence classes: satisfactory and unsatisfactory. A player is indifferent between satisfactory coalitions, and is indifferent between unsatisfactory coalitions, but strictly prefers any satisfactory coalition over any unsatisfactory coalition. We develop a succinct representation for such games, in which each player's preference relation is represented by a propositional formula. We show how solution concepts for hedonic games with dichotomous preferences are characterised by propositional formulas.Comment: This paper was orally presented at the Eleventh Conference on Logic and the Foundations of Game and Decision Theory (LOFT 2014) in Bergen, Norway, July 27-30, 201

    Possibilistic Boolean games: strategic reasoning under incomplete information

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    Boolean games offer a compact alternative to normal-form games, by encoding the goal of each agent as a propositional formula. In this paper, we show how this framework can be naturally extended to model situations in which agents are uncertain about other agents' goals. We first use uncertainty measures from possibility theory to semantically define (solution concepts to) Boolean games with incomplete information. Then we present a syntactic characterization of these semantics, which can readily be implemented, and we characterize the computational complexity

    Game Networks

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    We introduce Game networks (G nets), a novel representation for multi-agent decision problems. Compared to other game-theoretic representations, such as strategic or extensive forms, G nets are more structured and more compact; more fundamentally, G nets constitute a computationally advantageous framework for strategic inference, as both probability and utility independencies are captured in the structure of the network and can be exploited in order to simplify the inference process. An important aspect of multi-agent reasoning is the identification of some or all of the strategic equilibria in a game; we present original convergence methods for strategic equilibrium which can take advantage of strategic separabilities in the G net structure in order to simplify the computations. Specifically, we describe a method which identifies a unique equilibrium as a function of the game payoffs, and one which identifies all equilibria.Comment: Appears in Proceedings of the Sixteenth Conference on Uncertainty in Artificial Intelligence (UAI2000

    A Complete Solver for Constraint Games

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    Game Theory studies situations in which multiple agents having conflicting objectives have to reach a collective decision. The question of a compact representation language for agents utility function is of crucial importance since the classical representation of a nn-players game is given by a nn-dimensional matrix of exponential size for each player. In this paper we use the framework of Constraint Games in which CSP are used to represent utilities. Constraint Programming --including global constraints-- allows to easily give a compact and elegant model to many useful games. Constraint Games come in two flavors: Constraint Satisfaction Games and Constraint Optimization Games, the first one using satisfaction to define boolean utilities. In addition to multimatrix games, it is also possible to model more complex games where hard constraints forbid certain situations. In this paper we study complete search techniques and show that our solver using the compact representation of Constraint Games is faster than the classical game solver Gambit by one to two orders of magnitude.Comment: 17 page

    Compact preference representation and Boolean games

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    International audienceGame theory is a widely used formal model for studying strategical in- teractions between agents. Boolean games[23, 22] yield a compact rep- resentation of 2-player zero-sum static games with binary preferences: an agent's strategy consists of a truth assignment of the propositional variables she controls, and a player's preferences are expressed by a plain propositional formula. These restrictions (2-player, zero-sum, binary preferences) strongly limit the expressivity of the framework. We first generalize the framework to n-player games which are not necessarily zero-sum. We give simple char- acterizations of Nash equilibria and dominated strategies, and investigate the computational complexity of the associated problems. Then, we relax the last restriction by coupling Boolean games with a representation, namely,CP-nets

    Rational Verification in Iterated Electric Boolean Games

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    Electric boolean games are compact representations of games where the players have qualitative objectives described by LTL formulae and have limited resources. We study the complexity of several decision problems related to the analysis of rationality in electric boolean games with LTL objectives. In particular, we report that the problem of deciding whether a profile is a Nash equilibrium in an iterated electric boolean game is no harder than in iterated boolean games without resource bounds. We show that it is a PSPACE-complete problem. As a corollary, we obtain that both rational elimination and rational construction of Nash equilibria by a supervising authority are PSPACE-complete problems.Comment: In Proceedings SR 2016, arXiv:1607.0269

    Pure Nash Equilibria in Concurrent Deterministic Games

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    We study pure-strategy Nash equilibria in multi-player concurrent deterministic games, for a variety of preference relations. We provide a novel construction, called the suspect game, which transforms a multi-player concurrent game into a two-player turn-based game which turns Nash equilibria into winning strategies (for some objective that depends on the preference relations of the players in the original game). We use that transformation to design algorithms for computing Nash equilibria in finite games, which in most cases have optimal worst-case complexity, for large classes of preference relations. This includes the purely qualitative framework, where each player has a single omega-regular objective that she wants to satisfy, but also the larger class of semi-quantitative objectives, where each player has several omega-regular objectives equipped with a preorder (for instance, a player may want to satisfy all her objectives, or to maximise the number of objectives that she achieves.)Comment: 72 page
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