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cs.GT

Computer Science and Game Theory

Covers all theoretical and applied aspects at the intersection of computer science and game theory, including work in mechanism design, learning in games (which may overlap with Learning), foundations of agent modeling in games (which may overlap with Multiagent systems), coordination, specification and formal methods for non-cooperative computational environments. The area also deals with applications of game theory to areas such as electronic commerce.

Papers reviewed in the last 7 days lead, then the papers readers actually read. Ranking is not a quality score.

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This paper introduces GRAF, a greedy algorithm for recommending contests to crowdsourcing…

A greedy contest-recommendation framework whose scoring rule is evolved by an LLM achieves near-optimal overall effort with low worker…

· “Guiding Worker Self-Selection in Crowdsourcing Contests: An LLM-Augmented Algorithmic Approach”

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This paper determines the computational cost of deciding whether a multiplayer…

For concurrent multiplayer reachability games with memoryless strategies, the equilibrium realizability problem is NP-complete under…

· “A Numerical Approach to the Realizability Problems for Memoryless Nash and Epsilon Equilibria in Concurrent Multiplayer Reachability Games”

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This preprint turns fair division of indivisible goods into a list-coloring problem on…

Rival-injective endpoint ownership is exactly support-list coloring, and with maximum-singleton dominance it yields sufficient…

· “Rival-Injective Allocations: Support-List Structure and Maximum-Anchor EFX₀ Certificates”

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Best coordination networks for two types of agents are stochastic block models

When humans and machines have different rationality, the optimal graphon is piecewise constant with at most three connection densities

· “Graphon Design for Human-Machine Coordination under Bounded Rationality: Optimality of Stochastic Block Models”

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Data-augmented starts cut exploitability in hard-to-explore games

Sampling intermediate states from offline demonstrations lets regularized gradients find lower-exploitability equilibria under fixed compute

· “Data-Augmented Game Starts for Accelerating Self-Play Exploration in Imperfect Information Games”

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