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Two-Player Games for Controller Synthesis

Two-player games : a reduction

Two-player games : a reduction

... C which appears in DeÞnition 6 is the state space of the reduced game Γ C . For simplicity, we shall not distinguish between S ∗ C and S ∗ , in that we shall identify any subset of S C ∗ to the corresponding subset of S ...

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Single-Player and Two-Player Buttons & Scissors Games

Single-Player and Two-Player Buttons & Scissors Games

... the two buttons of the last diagonal of the input wire, it is only aligned with the other uppermost buttons of this output wire, thus, the horizontal cuts need to be made, enforcing black, horizontal cuts in the ...

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Sequential Two-Player Games with Ambiguity

Sequential Two-Player Games with Ambiguity

... a player to revert to the unambiguous information as implied by DS-updating, whenever an out- of-equilibrium move occurs which invalidates the equilibrium behaviour ...

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Fractional Combinatorial Two-Player Games

Fractional Combinatorial Two-Player Games

... and R must place its agent on it. Then, alternatedly, C marks at most k nodes and R may move along an edge. R wins if its agent reaches an unmarked node. Otherwise, after l |V (G)|−1 k m turns, all nodes are marked, then ...

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On the Complexity of Two-Player Win-Lose Games

On the Complexity of Two-Player Win-Lose Games

... reducing games to {0, 1}-games would have serious ...that games may be classified as being either degenerate, or non-degenerate (see [Ste]), in analogy with the corresponding definition for ...

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Predicting the Winner in Two Player StarCraft Games

Predicting the Winner in Two Player StarCraft Games

... One open problem in classification is to be able to characterize the domain to decide in advance which learning algorithm will perform better. We usually do not know which algorithm to choose until we have run the ...

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Two-Player Entangled Games are NP-Hard

Two-Player Entangled Games are NP-Hard

... multiplayer games specified in explicit form: the main result of [26] is that it is NP-hard to approximate the value of a three-player entangled game specified in explicit form (in contrast to an ...

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Games for optimal controller synthesis on hybrid automata

Games for optimal controller synthesis on hybrid automata

... We will be considering two optimisation objectives. Firstly, we will focus our attention to the average-price-per-reward objective, i.e., the limit ratio of accumu- lated price and accumulated reward of the ...

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Static two-player evasion-interrogation games with uncertainty

Static two-player evasion-interrogation games with uncertainty

... The evader and the interrogator are each subject to uncertainties as to the actions of the other. The evader wants to choose a best coating design (i.e., best ²’s and µ’s ) while the interrogator wants to choose best ...

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The Logic of Joint Ability in Two-Player Tacit Games

The Logic of Joint Ability in Two-Player Tacit Games

... to two- player games and (ii) define the semantics of SCL 2 on the same class of structures used to interpret two-player ...simple games, and our intuitions are most clearly ...

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Two-player preplay negotiation games with conditional offers

Two-player preplay negotiation games with conditional offers

... a player A of player B playing a strategy induced by an offer from A to B crucially depend on the strategies that the remaining players choose to play, so an offer from a player to another ...

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One Player Games versus Two Player Games: Comparing Agribusiness Cooperatives with Investor-Owned Business Models

One Player Games versus Two Player Games: Comparing Agribusiness Cooperatives with Investor-Owned Business Models

... One Player Games versus Two Player Games - Page 13 of 20 Copyright 2011 – DO NOT cite or copy without permission textbooks as well as shown above) that reduces the payoffs to the ...

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Sequential reciprocity in two-player, two-stages games: an experimental analysis

Sequential reciprocity in two-player, two-stages games: an experimental analysis

... component, yields the testable implication that no dominated choice will be made. That is, an individual’s choice must, in all pairwise comparisons with the other choices available, yield the highest value of at least ...

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Sequential reciprocity in two-player, two-stage games: An experimental analysis.

Sequential reciprocity in two-player, two-stage games: An experimental analysis.

... component, yields the testable implication that no dominated choice will be made. That is, an individual’s choice must, in all pairwise comparisons with the other choices available, yield the highest value of at least ...

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Computing threat points in two player ETP ESP games

Computing threat points in two player ETP ESP games

... of games. For Type I non-FD games the SciPy op- timizer is a faster and more accurate option than the Jointly-Convergent Pure-Strategy ...larger games and cannot find exact ...II games in ...

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Rolling horizon coevolutionary planning for two-player video games

Rolling horizon coevolutionary planning for two-player video games

... computing, games have provided an excellent test bed for AI algorithms, and increasingly games have also been a major AI application ...video games, and in combination with MCTS in the shape of ...

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Spike-based decision learning of nash equilibria in two-player games

Spike-based decision learning of nash equilibria in two-player games

... of games as humans did, the network’s final strategy agrees with the experimental data of humans, showing the same shift to a slightly less risky drawing ...

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Pure Strategy Equilibria in Symmetric Two-Player Zero-Sum Games

Pure Strategy Equilibria in Symmetric Two-Player Zero-Sum Games

... symmetric two-player zero-sum games, none of their results exploits the symmetry ...symmetric two-player zero-sum ...symmetric two-player zero-sum game is a generalized ...

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Equilibrium in Two-Player Nonzero-Sum Dynkin Games in Continuous Time

Equilibrium in Two-Player Nonzero-Sum Dynkin Games in Continuous Time

... Dynkin games, stopping games, equilibrium, stochastic analysis, continuous ...“Repeated Games and Differential Games”, organized by Marc Quincampoix and Sylvain Sorin in November 2008, ...

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Generation of Strategies for Environmental Deception in Two-Player Normal-Form Games

Generation of Strategies for Environmental Deception in Two-Player Normal-Form Games

... form games, the turn-based form of deception does not ...over two locations and the defender can reveal the location of any number of units to influence the attacker’s choice of ...signaling games ...

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