Abstract

Modelling multi-agent strategic interactions by using Petri nets is the addressed issue. Strategic interactions are represented as games in extensive form. Representations in extensive form are known in artificial intelligence as game trees. We use transition systems of Petri nets to build game trees. Representable games are restricted to be finite and of complete information. A language for representation of these games is created and is expected to represent also time dependent aspects. Two perspectives of application are considered - game server definition and calculation of equilibria. The approach is compared with related works and its advantages are discussed. The most important advantages are the graphical representation in comparison to logic based approaches and the slenderness in comparison to default game representation in extensive form. Formal definition, algorithms and examples are given. An implementation is already tested.KeywordsImperfect InformationStrategic InteractionGame StateGame TreeCongestion GameThese keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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