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Twoperson zerosum differential games
"... In differential zerosum twoplayer games the first player tries to minimize and the second player to maximize a utility function that depends on a state variable whose dynamics is governed by a system of differential equations. Two classical approaches are via open loop and closed loop strategies ..."
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In differential zerosum twoplayer games the first player tries to minimize and the second player to maximize a utility function that depends on a state variable whose dynamics is governed by a system of differential equations. Two classical approaches are via open loop and closed loop
A maxplus finite element method for solving finite horizon deterministic optimal control problems
 in "Proceedings of MTNS’04, Louvain, Belgique", Also arXiv:math.OC/0404184, 2004, http://hal.inria.fr/inria00071426. Maxplus 31
"... Abstract. We introduce a maxplus analogue of the PetrovGalerkin finite element method, to solve finite horizon deterministic optimal control problems. The method relies on a maxplus variational formulation, and exploits the properties of projectors on maxplus semimodules. We obtain a nonlinear d ..."
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Cited by 11 (3 self)
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discretized semigroup, corresponding to a zerosum two players game. We give an error estimate of order √ ∆t + ∆x(∆t) −1, for a subclass of problems in dimension 1. We compare our method with a maxplus based discretization method previously introduced by Fleming and McEneaney.
Does Model Uncertainty Justify Caution? Robust Optimal Monetary Policy in a ForwardLooking Model
, 2000
"... This paper proposes a general method based on a property of zerosum twoplayer games to derive robust optimal monetary policy rules – the best rules among those that yield an acceptable performance in a specified range of models – when the true model is unknown, and model uncertainty is viewed as u ..."
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Cited by 111 (4 self)
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This paper proposes a general method based on a property of zerosum twoplayer games to derive robust optimal monetary policy rules – the best rules among those that yield an acceptable performance in a specified range of models – when the true model is unknown, and model uncertainty is viewed
Search in Games with Incomplete Information: A Case Study using Bridge Card Play
 ARTIFICIAL INTELLIGENCE
, 1996
"... We examine search algorithms in games with incomplete information. We proceed by adopting the standard game theoretic framework of zerosum twoplayer games, introducing a reduced form of incomplete information games in which equilibrium point strategies can be identified, and giving an algorithm ..."
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Cited by 43 (7 self)
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We examine search algorithms in games with incomplete information. We proceed by adopting the standard game theoretic framework of zerosum twoplayer games, introducing a reduced form of incomplete information games in which equilibrium point strategies can be identified, and giving
Five Games and Two Objective Functions that Promote Robustness
, 1999
"... Robust decision rules are designed to work well despite a set of possible model misspecifications. For discounted infinite horizon linear quadratic control problems, we describe two frequency domain criteria for designing robust decision rules: the H∞ and the entropy criteria. We compare them with ..."
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Cited by 4 (0 self)
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with the standard H 2 criterion. We associate these criteria with five versions of a zero sum two player game in which a malevolent player chooses a misspecified model out of a set of models near a reference model. A Lagrange multiplier associated with the constraint on the set of misspecified models occurs as a
A Defense Model for Games with Incomplete Information
 CORBA Messaging
, 2001
"... Making a decision, an agent must consider how his outcome can be influenced by possible actions of other agents. A'best defense model' for games involving uncertainty assumes usually that the opponents know everything about the actual situation and the player's plans for certain. In t ..."
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Cited by 2 (1 self)
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that any opponent plays his best according to hm actual knowledge. The defense model is formalized for the case of twoplayer zerosum (adversary) games. Also, algorithms for decisionmaking against 'reasonably good defense' are proposed. The argument and the ideas are supported by the results
Pure Strategy Equilibria in Symmetric TwoPlayer ZeroSum Games
, 2010
"... We show that a symmetric twoplayer zerosum game has a pure strategy equilibrium if and only if it is not a generalized rockpaperscissors matrix. Moreover, we show that every finite symmetric quasiconcave twoplayer zerosum game has a pure equilibrium. Further sufficient conditions for existence ..."
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Cited by 3 (1 self)
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We show that a symmetric twoplayer zerosum game has a pure strategy equilibrium if and only if it is not a generalized rockpaperscissors matrix. Moreover, we show that every finite symmetric quasiconcave twoplayer zerosum game has a pure equilibrium. Further sufficient conditions
A TwoPlayer ZeroSum Electromagnetic Differential Game with Uncertainty
, 2010
"... We consider dynamic electromagnetic evasioninterrogation games where the evader can use ferroelectric material coatings to attempt to avoid detection while the interrogator can manipulate the interrogating frequencies to enhance detection. The resulting problem is formulated as a twoplayer zeros ..."
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We consider dynamic electromagnetic evasioninterrogation games where the evader can use ferroelectric material coatings to attempt to avoid detection while the interrogator can manipulate the interrogating frequencies to enhance detection. The resulting problem is formulated as a twoplayer zerosum
A Network Game with Attackers and a Defender: A Survey
"... We survey a research line recently initiated by Mavronicolas et al. [14, 15, 16], concerning a strategic game on a graph G(V,E) with two confronting classes of randomized players: ν attackers who choose vertices and wish to minimize the probability of being caught by the defender, who chooses edges ..."
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. • No (nontrivial) instance of the graphtheoretic game has a pure Nash equilibrium. This is an immediate consequence of some covering properties proved for the supports of the players in all (mixed) Nash equilibria. • We present a reduction of the game to a ZeroSum TwoPlayers Game that proves that
Delete Relaxation and Traps in General TwoPlayer ZeroSum Games
"... General game playing (GGP) is concerned with constructing players that can handle any game describable in a predefined language reasonably well. Nowadays, the most common approach is to make use of simulation based players using UCT. In this paper we consider the alternative, i.e., an AlphaBeta b ..."
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Beta based player. In planning, delete relaxation heuristics have been very successful for guiding the search toward the goal state. Here we propose evaluation functions based on delete relaxation for twoplayer zerosum games. In recent years it has been noted that UCT cannot easily cope with shallow traps
Results 1  10
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