613 research outputs found
Introduzione a "Ritorni Medievali. Europa e Oriente nella reinvenzione moderna dell'Età di mezzo"
Learning dynamics in limited-control repeated games
In imperfect-information games, a common assumption is that players can perfectly model the strategic interaction and always maintain control over their decision points. We relax this assumption by introducing the notion of limited-control repeated games. In this setting, two players repeatedly play a zero-sum extensive-form game and, at each iteration, a player may lose control over portions of her game tree. Intuitively, this can be seen as the chance player hijacking the interaction and taking control of certain decision points. What subsequently happens is no longer controllable-or even known-by the original players. We introduce pruned fictitious play, a variation of fictitious play that can be employed by the players to reach an equilibrium in limited-control repeated games. We motivate this technique with the notion of limited best response, which is the key step of the learning rule we employ. We provide a general result on the probabilistic guarantees of a limited best response with respect to the original game model. Then, we experimentally evaluate our technique and show that pruned fictitious play has good convergence properties
Il piano di conservazione e gestione per le Scuole Nazionali d’Arte di Cuba. Un contributo al percorso di candidatura alla WHL
This paper contributes to the ongoing debate on methods and tools for the preservation and management of architectural heritage, and presents the Conservation Management Plan (CMP) developed between 2018 and 2020 for the National Schools of Arts of Havana. The authors focus on the GIS based tools created to manage information collected by the different work groups who contributed to the drafting of the Plan. The outcome is an articulated and flexible system which aims to describe the complexity of the schools, as well as to actively involve interested actors in order to share cultural values, operational needs and priorities of intervention. Indeed, the objective of a CMP is to clarify the significance of a place, and define in which ways such significance will be maintained in future transformations. The GIS developed for the National Art Schools enabled to archive, systematize, and analyze data according to the double-scale approach which characterized the entire research (the territorial and the architectural one), thus becoming an essential tool for the implementation of the CMP
Computational Results for Extensive-Form Adversarial Team Games
We provide, to the best of our knowledge, the first computational study of extensive-form adversarial team games. These games are sequential, zero-sum games in which a team of players, sharing the same utility function, faces an adversary. We define three different scenarios according to the communication capabilities of the team. In the first, the teammates can communicate and correlate their actions both before and during the play. In the second, they can only communicate before the play. In the third, no communication is possible at all. We define the most suitable solution concepts, and we study the inefficiency caused by partial or null communication, showing that the inefficiency can be arbitrarily large in the size of the game tree. Furthermore, we study the computational complexity of the equilibrium-finding problem in the three scenarios mentioned above, and we provide, for each of the three scenarios, an exact algorithm. Finally, we empirically evaluate the scalability of the algorithms in random games and the inefficiency caused by partial or null communication
Public Bayesian persuasion: being almost optimal and almost persuasive
We study algorithmic Bayesian persuasion problems in which the principal (a.k.a. the sender) has to persuade multiple agents (a.k.a. receivers) by using public communication channels. Specifically, our model follows the multi-receiver model with no inter-agent externalities introduced by Arieli and Babichenko (J Econ Theory 182:185–217, 2019). It is known that the problem of computing a sender-optimal public persuasive signaling scheme is not approximable even in simple settings. Therefore, prior works usually focus on determining restricted classes of the problem for which efficient approximation is possible. Typically, positive results in this space amounts to finding bi-criteria approximation algorithms yielding an almost optimal and almost persuasive solution in polynomial time. In this paper, we take a different perspective and study the persuasion problem in the general setting where the space of the states of nature, the action space of the receivers, and the utility function of the sender can be arbitrary. We fully characterize the computational complexity of computing a bi-criteria approximation of an optimal public signaling scheme in such settings. In particular, we show that, assuming the Exponential Time Hypothesis, solving this problem requires at least a quasi-polynomial number of steps even in instances with simple utility functions and binary action spaces such as an election with the k-voting rule. In doing so, we prove that a relaxed version of the MAXIMUM FEASIBLE SUBSYSTEM OF LINEAR INEQUALITIES problem requires at least quasi-polynomial time to be solved. Finally, we close the gap by providing a quasi-polynomial time bi-criteria approximation algorithm for arbitrary public persuasion problems that, under mild assumptions, yields a QPTAS
Computing Optimal Ex Ante Correlated Equilibria in Two-Player Sequential Games
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