Results 1  10
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2,547
Maximizing the Spread of Influence Through a Social Network
 In KDD
, 2003
"... Models for the processes by which ideas and influence propagate through a social network have been studied in a number of domains, including the diffusion of medical and technological innovations, the sudden and widespread adoption of various strategies in gametheoretic settings, and the effects of ..."
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Cited by 990 (7 self)
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Models for the processes by which ideas and influence propagate through a social network have been studied in a number of domains, including the diffusion of medical and technological innovations, the sudden and widespread adoption of various strategies in gametheoretic settings, and the effects
Regular Strategies In Pushdown Reachability
"... Abstract. We show that positional winning strategies in pushdown reachability games can be implemented by deterministic nite state automata of exponential size. Such automata read the stack and control state of a given pushdown conguration and output the set of winning moves playable from that posi ..."
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Abstract. We show that positional winning strategies in pushdown reachability games can be implemented by deterministic nite state automata of exponential size. Such automata read the stack and control state of a given pushdown conguration and output the set of winning moves playable from
The dynamics of reinforcement learning in cooperative multiagent systems
 IN PROCEEDINGS OF NATIONAL CONFERENCE ON ARTIFICIAL INTELLIGENCE (AAAI98
, 1998
"... Reinforcement learning can provide a robust and natural means for agents to learn how to coordinate their action choices in multiagent systems. We examine some of the factors that can influence the dynamics of the learning process in such a setting. We first distinguish reinforcement learners that a ..."
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Cited by 377 (1 self)
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that are unaware of (or ignore) the presence of other agents from those that explicitly attempt to learn the value of joint actions and the strategies of their counterparts. We study (a simple form of) Qlearning in cooperative multiagent systems under these two perspectives, focusing on the influence of that game
Multiagent Reinforcement Learning: Theoretical Framework and an Algorithm
, 1998
"... In this paper, we adopt generalsum stochastic games as a framework for multiagent reinforcement learning. Our work extends previous work by Littman on zerosum stochastic games to a broader framework. We design a multiagent Qlearning method under this framework, and prove that it converges to a Na ..."
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Cited by 331 (4 self)
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Nash equilibrium under specified conditions. This algorithm is useful for finding the optimal strategy when there exists a unique Nash equilibrium in the game. When there exist multiple Nash equilibria in the game, this algorithm should be combined with other learning techniques to find optimal
Games on Pushdown Graphs and Extensions
, 2003
"... Two player games are a standard model of reactive computation, where e.g. one player is the controller and the other is the environment. A game is won by a player if she has a winning strategy, i.e., if she can win every play. Given a finite description of the game, our aim is to compute the winne ..."
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Cited by 11 (0 self)
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Two player games are a standard model of reactive computation, where e.g. one player is the controller and the other is the environment. A game is won by a player if she has a winning strategy, i.e., if she can win every play. Given a finite description of the game, our aim is to compute
Reachability games and game semantics: comparing nondeterministic programs
"... We investigate the notions of may and mustapproximation in Erratic Idealized Algol (a nondeterministic extension of Idealized Algol), and give explicit characterizations of both inside its game model. Notably, mustapproximation is captured by a novel preorder on nondeterministic strategies, whose ..."
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Cited by 3 (0 self)
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) automaton capturing both traces and divergences of the corresponding strategy with two distinct sets of final states. The decision procedures producing optimal bounds incorporate numerous automatatheoretic techniques: complementation, determinization, computation of winning regions in reachability games
Strategy improvement for concurrent reachability games
 In Proceedings of the Third Annual Conference on Quantitative Evaluation of Systems. IEEE Computer
, 2006
"... A concurrent reachability game is a twoplayer game played on a graph: at each state, the players simultaneously and independently select moves; the two moves determine jointly a probability distribution over the successor states. The objective for player 1 consists in reaching a set of target state ..."
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Cited by 17 (6 self)
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states; the objective for player 2 is to prevent this, so that the game is zerosum. Our contributions are twofold. First, we present a simple proof of the fact that in concurrent reachability games, for all ε>0, memoryless εoptimal strategies exist. A memoryless strategy is independent
Controllers for Reachability Specifications for Hybrid Systems
 Automatica
, 1999
"... The problem of systematically synthesizing hybrid controllers which satisfy multiple control objectives is considered. We present a technique, based on the principles of optimal control, for determining the class of least restrictive controllers that satisfies the most important objective (which we ..."
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Cited by 172 (42 self)
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The problem of systematically synthesizing hybrid controllers which satisfy multiple control objectives is considered. We present a technique, based on the principles of optimal control, for determining the class of least restrictive controllers that satisfies the most important objective (which we
Strategy Improvement for Concurrent Reachability Games
, 2006
"... A concurrent reachability game is a twoplayer game played on a graph: at each state, the players simultaneously and independently select moves; the two moves determine jointly a probability distribution over the successor states. The objective for player 1 consists in reaching a set of target st ..."
Abstract
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states; the objective for player 2 is to prevent this, so that the game is zerosum. Our contributions are twofold. First, we present a simple proof of the fact that in concurrent reachability games, for all ε> 0, memoryless εoptimal strategies exist. A memoryless strategy is independent
An alternative construction in symbolic reachability analysis of second order pushdown systems
 In Workshop on Reachability Problems
, 2007
"... Abstract. Recently, it has been shown that for any higher order pushdown system H and for any regular set C of configurations, the set pre ∗ H(C), is regular. In this paper, we give an alternative proof of this result for second order automata. Our construction of automata for recognizing pre ∗ H(C) ..."
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Cited by 5 (0 self)
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(C) is explicit. The termination of saturation procedure used is obvious. It gives a better bound on size of the automata recognizing pre ∗ H(C) if there is no alternation present in H and in the automata recognizing C. Using our techniques for two players reachability games on second order pushdown systems, we
Results 1  10
of
2,547