Timed network games with clocks
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- scientific article; zbMATH DE number 3862427 (Why is no real title available?)
- scientific article; zbMATH DE number 1303059 (Why is no real title available?)
- scientific article; zbMATH DE number 1794367 (Why is no real title available?)
- scientific article; zbMATH DE number 6862072 (Why is no real title available?)
- A class of games possessing pure-strategy Nash equilibria
- A faster algorithm for solving one-clock priced timed games
- A theory of timed automata
- Adding negative prices to priced timed games
- Algorithms – ESA 2005
- Algorithms, games, and the internet
- Alternating-time temporal logic
- Automata, Languages and Programming
- Average-time games
- CONCUR 2004 - Concurrency Theory
- Competitive routing over time
- Computer Science Logic
- Contention issues in congestion games
- Dynamic resource allocation games
- Energy and mean-payoff timed games
- Equilibrium points in n -person games
- Exact price of anarchy for polynomial congestion games
- FSTTCS 2004: Foundations of Software Technology and Theoretical Computer Science
- Games with secure equilibria
- Hierarchical network formation games
- How bad is selfish routing?
- Lectures on Concurrency and Petri Nets
- Nash Equilibrium for Upward-Closed Objectives
- Nash equilibria and the price of anarchy for flows over time
- Network-formation games with regular objectives
- On the optimal reachability problem of weighted timed automata
- Optimal paths in weighted timed automata
- Random order congestion games
- Rational synthesis
- Reachability in two-clock timed automata is PSPACE-complete
- Repairing multi-player games
- Strategy Logic
- Subgame perfection for equilibria in quantitative reachability games
- The Price of Stability for Network Design with Fair Cost Allocation
- The algorithmic analysis of hybrid systems
- The complexity of pure Nash equilibria
- The price of anarchy of finite congestion games
- The temporal semantics of concurrent programs
- Timed Parity Games: Complexity and Robustness
- Timed network games
- Worst-case equilibria
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