550 research outputs found
Mutualism and evolutionary multiplayer games: revisiting the Red King
Coevolution of two species is typically thought to favour the evolution of
faster evolutionary rates helping a species keep ahead in the Red Queen race,
where `it takes all the running you can do to stay where you are'. In contrast,
if species are in a mutualistic relationship, it was proposed that the Red King
effect may act, where it can be beneficial to evolve slower than the
mutualistic species. The Red King hypothesis proposes that the species which
evolves slower can gain a larger share of the benefits. However, the
interactions between the two species may involve multiple individuals. To
analyse such a situation, we resort to evolutionary multiplayer games. Even in
situations where evolving slower is beneficial in a two-player setting, faster
evolution may be favoured in a multiplayer setting. The underlying features of
multiplayer games can be crucial for the distribution of benefits. They also
suggest a link between the evolution of the rate of evolution and group size
Exploring Cyberbullying and Other Toxic Behavior in Team Competition Online Games
In this work we explore cyberbullying and other toxic behavior in team
competition online games. Using a dataset of over 10 million player reports on
1.46 million toxic players along with corresponding crowdsourced decisions, we
test several hypotheses drawn from theories explaining toxic behavior. Besides
providing large-scale, empirical based understanding of toxic behavior, our
work can be used as a basis for building systems to detect, prevent, and
counter-act toxic behavior.Comment: CHI'1
Multi-Agent Reach-Avoid Games: Two Attackers Versus One Defender and Mixed Integer Programming
We propose a hybrid approach that combines Hamilton-Jacobi (HJ) reachability
and mixed-integer optimization for solving a reach-avoid game with multiple
attackers and defenders. The reach-avoid game is an important problem with
potential applications in air traffic control and multi-agent motion planning;
however, solving this game for many attackers and defenders is intractable due
to the adversarial nature of the agents and the high problem dimensionality. In
this paper, we first propose an HJ reachability-based method for solving the
reach-avoid game in which 2 attackers are playing against 1 defender; we derive
the numerically convergent optimal winning sets for the two sides in
environments with obstacles. Utilizing this result and previous results for the
1 vs. 1 game, we further propose solving the general multi-agent reach-avoid
game by determining the defender assignments that can maximize the number of
attackers captured via a Mixed Integer Program (MIP). Our method generalizes
previous state-of-the-art results and is especially useful when there are fewer
defenders than attackers. We validate our theoretical results in numerical
simulations
Infinite games with finite knowledge gaps
Infinite games where several players seek to coordinate under imperfect
information are deemed to be undecidable, unless the information is
hierarchically ordered among the players.
We identify a class of games for which joint winning strategies can be
constructed effectively without restricting the direction of information flow.
Instead, our condition requires that the players attain common knowledge about
the actual state of the game over and over again along every play.
We show that it is decidable whether a given game satisfies the condition,
and prove tight complexity bounds for the strategy synthesis problem under
-regular winning conditions given by parity automata.Comment: 39 pages; 2nd revision; submitted to Information and Computatio
The Barrier Surface in the Cooperative Football Differential Game
This paper considers the blocking or football pursuit-evasion differential
game. Two pursuers cooperate and try to capture the ball carrying evader as far
as possible from the goal line. The evader wishes to be as close as possible to
the goal line at the time of capture and, if possible, reach the line. In this
paper the solution of the game of kind is provided: The Barrier surface that
partitions the state space into two winning sets, one for the pursuer team and
one for the evader, is constructed. Under optimal play, the winning team is
determined by evaluating the associated Barrier function.Comment: 5 pages, 1 figur
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