Lectures in Game Theory for Computer Scientists
Krzysztof R. Apt, Erich Grädel
Cambridge University Press, Jan 6, 2011 - Computers
Games provide mathematical models for interaction. Numerous tasks in computer science can be formulated in game-theoretic terms. This fresh and intuitive way of thinking through complex issues reveals underlying algorithmic questions and clarifies the relationships between different domains. This collection of lectures, by specialists in the field, provides an excellent introduction to various aspects of game theory relevant for applications in computer science that concern program design, synthesis, verification, testing and design of multi-agent or distributed systems. Originally devised for a Spring School organised by the GAMES Networking Programme in 2009, these lectures have since been revised and expanded, and range from tutorials concerning fundamental notions and methods to more advanced presentations of current research topics. This volume is a valuable guide to current research on game-based methods in computer science for undergraduate and graduate students. It will also interest researchers working in mathematical logic, computer science and game theory.
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algorithm antichain automata automaton backtracking games bisimulation Büchi Büchi automaton complexity Computer Science consider construction Cops and Robber defined denote determinacy deterministic directed graph dominated strategies edge example finite-state first-order logic fixed-point fixed-point logic formula fugitive game G game graph game theory games with imperfect given Grädel graph G graph searching games imperfect information iterated Lecture Notes Lemma Markov Markov decision processes minimising model-checking games model-checking problem Nash equilibrium node Notes in Computer observation-based optimal maximising parity games parity objective polynomial Pow(V priority proof quantitative randomised reachability games reachability objective robber game safety games search tree searchers Section sequence solution concepts Springer stochastic games strategic game strategy for player strategy tree sub-modularity surely-winning strategy Theorem tree-width turn-based stochastic games val(v variant vertex vertices visible cops visible graph weakly dominated winning condition winning regions winning strategy