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We extend the notion of boycotts in cooperative games from one-on-one boycotts between single players to boycotts between coalitions. We prove that convex games offer a proper setting for studying the impact of boycotts. Boycotts have a heterogeneous effect. Individual players that are targeted by many-on-one boycotts suffer most, while non-participating players may actually benefit from a boycott.

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PageRank and the Bradley-Terry model are competing approaches to ranking entities such as teams in sports tournaments or journals in citation networks. The Bradley-Terry model is a classical statistical method for ranking based on paired comparisons. The PageRank algorithm ranks nodes according to their importance in a network. Whereas Bradley-Terry scores are computed via maximum likelihood estimation, PageRanks are derived from the stationary distribution of a Markov chain. More recent work has shown maximum likelihood estimates for the Bradley-Terry model may be approximated from such a limiting distribution, an interesting connection that has been discovered and rediscovered over the decades. Here we show - through relatively simple mathematics - a connection between paired comparisons and PageRank that exploits the quasi-symmetry property of the Bradley-Terry model. This motivates a novel interpretation of Bradley-Terry scores as 'scaled' PageRanks, and vice versa, with direct implications for citation-based journal ranking metrics.

Extraction of predominant pitch from polyphonic audio is one of the fundamental tasks in the field of music information retrieval and computational musicology. To accomplish this task using machine learning, a large amount of labeled audio data is required to train the model. However, a classical model pre-trained on data from one domain (source), e.g., songs of a particular singer or genre, may not perform comparatively well in extracting melody from other domains (target). The performance of such models can be boosted by adapting the model using very little annotated data from the target domain. In this work, we propose an efficient interactive melody adaptation method. Our method selects the regions in the target audio that require human annotation using a confidence criterion based on normalized true class probability. The annotations are used by the model to adapt itself to the target domain using meta-learning. Our method also provides a novel meta-learning approach that handles class imbalance, i.e., a few representative samples from a few classes are available for adaptation in the target domain. Experimental results show that the proposed method outperforms other adaptive melody extraction baselines. The proposed method is model-agnostic and hence can be applied to other non-adaptive melody extraction models to boost their performance. Also, we released a Hindustani Alankaar and Raga (HAR) dataset containing 523 audio files of about 6.86 hours of duration intended for singing melody extraction tasks.

We propose fully-distributed algorithms for Nash equilibrium seeking in aggregative games over networks. We first consider the case where local constraints are present and we design an algorithm combining, for each agent, (i) the projected pseudo-gradient descent and (ii) a tracking mechanism to locally reconstruct the aggregative variable. To handle coupling constraints arising in generalized settings, we propose another distributed algorithm based on (i) a recently emerged augmented primal-dual scheme and (ii) two tracking mechanisms to reconstruct, for each agent, both the aggregative variable and the coupling constraint satisfaction. Leveraging tools from singular perturbations analysis, we prove linear convergence to the Nash equilibrium for both schemes. Finally, we run extensive numerical simulations to confirm the effectiveness of our methods and compare them with state-of-the-art distributed equilibrium-seeking algorithms.

A new shock-tracking technique that avoids re-meshing the computational grid around the moving shock-front was recently proposed by the authors (Ciallella et al., 2020). The method combines the unstructured shock-fitting (Paciorri and Bonfiglioli,2009) approach, developed in the last decade by some of the authors, with ideas coming from embedded boundary methods. In particular, second-order extrapolations based on Taylor series expansions are employed to transfer the solution and retain high order of accuracy. This paper describes the basic idea behind the new method and further algorithmic improvements which make the extrapolated Discontinuity Tracking Technique (eDIT) capable of dealing with complex shock-topologies featuring shock-shock and shock-wall interactions occurring in steady problems. This method paves the way to a new class of shock-tracking techniques truly independent on the mesh structure and flow solver. Various test-cases are included to prove the potential of the method, demonstrate the key features of the methodology, and thoroughly evaluate several technical aspects related to the extrapolation from/onto the shock, and their impact on accuracy, and conservation.

In this paper, we introduce a notion of mergeable weighted majority games with the aim of providing the first characterization of the Colomer-Mart\'inez power index (Colomer and Mart\'inez in J Theor Polit 7(1):41-63, 1995). Furthermore, we define and characterize a new power index for the family of weighted majority games that combines ideas of the Public Good (Holler in Polit Stud 30(2):262-271, 1982) and Colomer-Mart\'inez power indices. Finally, we analyze the National Assembly of Ecuador using these and some other well-known power indices.

We introduce a new model involving TU-games and exogenous structures. Specifically, we consider that each player in a population can choose an element in a strategy set and that, for every possible strategy profile, a TU-game is associated with the population. This is what we call a TU-game with strategies. We propose and characterize the maxmin procedure to map every game with strategies to a TU-game. We also study whether or not the relevant properties of TU-games are transmitted by applying the maxmin procedure. Finally, we examine two relevant classes of TU-games with strategies: airport and simple games with strategies.

Learning in general-sum games often yields collectively sub-optimal results. Addressing this, opponent shaping (OS) methods actively guide the learning processes of other agents, empirically leading to improved individual and group performances in many settings. Early OS methods use higher-order derivatives to shape the learning of co-players, making them unsuitable for shaping multiple learning steps. Follow-up work, Model-free Opponent Shaping (M-FOS), addresses these by reframing the OS problem as a meta-game. In contrast to early OS methods, there is little theoretical understanding of the M-FOS framework. Providing theoretical guarantees for M-FOS is hard because A) there is little literature on theoretical sample complexity bounds for meta-reinforcement learning B) M-FOS operates in continuous state and action spaces, so theoretical analysis is challenging. In this work, we present R-FOS, a tabular version of M-FOS that is more suitable for theoretical analysis. R-FOS discretises the continuous meta-game MDP into a tabular MDP. Within this discretised MDP, we adapt the $R_{max}$ algorithm, most prominently used to derive PAC-bounds for MDPs, as the meta-learner in the R-FOS algorithm. We derive a sample complexity bound that is exponential in the cardinality of the inner state and action space and the number of agents. Our bound guarantees that, with high probability, the final policy learned by an R-FOS agent is close to the optimal policy, apart from a constant factor. Finally, we investigate how R-FOS's sample complexity scales in the size of state-action space. Our theoretical results on scaling are supported empirically in the Matching Pennies environment.

We introduce Boolean Observation Games, a subclass of multi-player finite strategic games with incomplete information and qualitative objectives. In Boolean observation games, each player is associated with a finite set of propositional variables of which only it can observe the value, and it controls whether and to whom it can reveal that value. It does not control the given, fixed, value of variables. Boolean observation games are a generalization of Boolean games, a well-studied subclass of strategic games but with complete information, and wherein each player controls the value of its variables. In Boolean observation games, player goals describe multi-agent knowledge of variables. As in classical strategic games, players choose their strategies simultaneously and therefore observation games capture aspects of both imperfect and incomplete information. They require reasoning about sets of outcomes given sets of indistinguishable valuations of variables. An outcome relation between such sets determines what the Nash equilibria are. We present various outcome relations, including a qualitative variant of ex-post equilibrium. We identify conditions under which, given an outcome relation, Nash equilibria are guaranteed to exist. We also study the complexity of checking for the existence of Nash equilibria and of verifying if a strategy profile is a Nash equilibrium. We further study the subclass of Boolean observation games with `knowing whether' goal formulas, for which the satisfaction does not depend on the value of variables. We show that each such Boolean observation game corresponds to a Boolean game and vice versa, by a different correspondence, and that both correspondences are precise in terms of existence of Nash equilibria.

Driver intention recognition studies increasingly rely on deep neural networks. Deep neural networks have achieved top performance for many different tasks, but it is not a common practice to explicitly analyse the complexity and performance of the network's architecture. Therefore, this paper applies neural architecture search to investigate the effects of the deep neural network architecture on a real-world safety critical application with limited computational capabilities. We explore a pre-defined search space for three deep neural network layer types that are capable to handle sequential data (a long-short term memory, temporal convolution, and a time-series transformer layer), and the influence of different data fusion strategies on the driver intention recognition performance. A set of eight search strategies are evaluated for two driver intention recognition datasets. For the two datasets, we observed that there is no search strategy clearly sampling better deep neural network architectures. However, performing an architecture search does improve the model performance compared to the original manually designed networks. Furthermore, we observe no relation between increased model complexity and higher driver intention recognition performance. The result indicate that multiple architectures yield similar performance, regardless of the deep neural network layer type or fusion strategy.

Reasoning, a crucial ability for complex problem-solving, plays a pivotal role in various real-world settings such as negotiation, medical diagnosis, and criminal investigation. It serves as a fundamental methodology in the field of Artificial General Intelligence (AGI). With the ongoing development of foundation models, e.g., Large Language Models (LLMs), there is a growing interest in exploring their abilities in reasoning tasks. In this paper, we introduce seminal foundation models proposed or adaptable for reasoning, highlighting the latest advancements in various reasoning tasks, methods, and benchmarks. We then delve into the potential future directions behind the emergence of reasoning abilities within foundation models. We also discuss the relevance of multimodal learning, autonomous agents, and super alignment in the context of reasoning. By discussing these future research directions, we hope to inspire researchers in their exploration of this field, stimulate further advancements in reasoning with foundation models, and contribute to the development of AGI.

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