The core release ontology for modeling games, strategies, actions, outcomes, payoffs, equilibria, execution traces, and extensible game-theoretic semantics.
Universal Open Game Theory Ontology (UOGTO)
UOGTO Alignment with Model Context Protocol
UOGTO Alignment with Open Games
UOGTO Alignment with PROV-O
UOGTO Alignment with Schema.org
UOGTO Alignment with W3C Web of Things Thing Description
UOGTO Core - Actions Module
UOGTO Core - Agents Module
UOGTO Core - Dynamics Module
UOGTO Core - Equilibria Module
UOGTO Core - Games Module
UOGTO Core - Information Module
UOGTO Core - Outcomes Module
UOGTO Core - Payoffs Module
UOGTO Core - Rules Module
UOGTO Core - Strategies Module
UOGTO Extension - Algorithmic Game Theory
UOGTO Extension - Auctions
UOGTO Extension - Bargaining
UOGTO Extension - Behavioural Games
UOGTO Extension - Causal Games
UOGTO Extension - Compositional Open Games
UOGTO Extension - Computational Social Choice
UOGTO Extension - Congestion Routing Games
UOGTO Extension - Contract Theory
UOGTO Extension - Cooperative Games
UOGTO Extension - Deontic Logic
UOGTO Extension - Differential Hybrid Games
UOGTO Extension - Digital Twin Games
UOGTO Extension - Epistemic Games
UOGTO Extension - Evolutionary Games
UOGTO Extension - Game Description Languages
UOGTO Extension - Information Design
UOGTO Extension - Institutional Economics
UOGTO Extension - Kg Execution Bindings
UOGTO Extension - Learning In Games
UOGTO Extension - Llm Agent Games
UOGTO Extension - Marl
UOGTO Extension - Matching Allocation
UOGTO Extension - Mean Field Games
UOGTO Extension - Mechanism Design
UOGTO Extension - Network Games
UOGTO Extension - Petri Net Devs Hla
UOGTO Extension - Privacy Disclosure
UOGTO Extension - Security Games
UOGTO Extension - Trust Reputation Provenance
UOGTO Extension - Verification Games
Universal Open Game Theory Ontology (UOGTO) Core
The core schema for modeling games, strategies, actions, outcomes, and payoffs.
assigns payoff
Links an outcome to the payoffs distributed.
belongs to information set
Functional relation linking a decision node to its single containing information set.
compiled to execution model
Links a game to its executable representation.
comprises strategy
Links a strategy profile to the specific individual strategies.
controls node
Links a player to the decision node they control.
emits event trace
Connects a play session to its event log.
governed by norm
Norms governing an institution.
governed by rule
Rules governing a specification or instance.
has available action
Lists actions available to a player in a state.
has belief
Links a player's information set to their belief state.
has equilibrium
Connects a game to its computed equilibrium profile.
has information set
Relates states to an information set.
has initial state
Declares the initial state.
has payoff
Links a strategy profile to its corresponding reified payoff profile.
has payoff for player
Links a payoff profile to individual player-utility mappings.
has player
Associates a game specification or instance with its players.
has role
Assigns a role to a player.
has state
Relates a game instance or specification to a state.
has strategy
Links a player to their selected or available strategy.
has strategy profile
Links a game equilibrium to its constituent strategy profile.
has terminal state
Declares a terminal state.
has transition
Links states or actions to a transition.
has utility function
Assigns a utility function to a player role.
observes
Links an agent to an observed signal or state.
participates in
Associates a player with a game session or specification.
payoff player
Associates the player payoff mapping back to the player.
produces outcome
Relates actions or states to an outcome.
selects action
Relates a player or agent to the action they choose.
solved by
Identifies the solver that calculated the equilibrium.
transitions from
Starting state of a transition.
transitions to
Target state of a transition.
hasActionSpace
Links an agent to their action space.
hasAffordance
Links a digital twin to affordances.
hasAgentRole
Links a game to its agent role.
hasAllocation
Links a market to allocations.
hasAllocationRule
Links a mechanism to its allocation rule.
hasAttacker
Links a security game to its attacker.
hasBallot
Links a voter to their ballot.
hasBargainingProtocol
Links a game to its negotiation protocol.
hasBargainingSolution
Assigns a bargaining solution to a bargaining problem.
hasBeliefHierarchy
Links a type to its belief hierarchy.
hasBiddingRule
Rules defining valid bids.
hasBlockingPair
Links a matching to its blocking pairs.
hasBoundedModel
Links a player to bounded models.
hasCandidate
Links a voting game to options.
hasCausalGraph
Links a causal model to its DAG graph.
hasCausalModel
Links a game to its structural causal model.
has characteristic function
Links cooperative game to its characteristic function.
has coalition
Links a game to active coalitions.
hasComplexityClass
Links computation to complexity classes.
hasComposition
Links composite games to elements.
hasConsentBoundary
Links tool calls to boundaries.
hasConsentPolicy
Links disclosure actions to policies.
hasContract
Links a principal-agent game to its contract.
hasControlVariable
Links a player to their control variables.
hasCoplayFunction
Links an open game to backward functions.
has core solution
Links a cooperative game to its core solutions.
hasCounterexample
Links task run to counterexamples.
hasCounterfactualOutcome
Links a session to hypothetical outcomes.
hasCoverageSchedule
Links defender to a schedule.
hasCredential
Links a player to credentials.
hasDPMechanism
Links disclosure to DP mechanisms.
hasDefender
Links a security game to its defender.
hasDesigner
Links information design to its designer.
hasDigitalTwin
Links a game to its digital twins.
hasDisclosurePolicy
Links design to policies.
hasDistributionalState
Links a population state to distributions.
hasESS
Links an evolutionary game to its stable strategies.
hasEnforcementMechanism
Links an institution to enforcement.
hasEquilibriumPredicate
Links an open game to its local equilibria.
hasExecutionBinding
Links an executable graph to execution mappings.
hasFitnessFunction
Links a population to its fitness model.
hasFormula
Links a model checker to formulas.
hasGoalRule
Links a game to goal rules.
hasGraphPlayer
Links a network game to its player nodes.
hasHamiltonian
Links state analysis to its Hamiltonian.
hasHighestBidder
Identifies the highest bidder in an auction.
hasIdentityClaim
Links a player to identity claims.
hasIncentiveConstraint
Links a mechanism to incentive constraints.
hasIncentiveScheme
Links a contract to incentives.
hasInstitution
Links a game to governing institutions.
hasIntervention
Links a session to an intervention.
hasLatencyFunction
Links a resource to latency functions.
hasLearningAlgorithm
Links a training run to its algorithm.
hasLearningProcess
Links a game session to its learning process.
hasLegalMoveRule
Links a game to move rules.
hasLens
Links an open game to its lens.
hasLocalInteraction
Links a player node to local games.
hasMarking
Links a net model to its current marking state.
hasMatching
Links a market to matching assignments.
hasMatchingMarket
Links a session to a market.
hasMeanFieldEquilibrium
Links a game to its equilibria.
hasMemoryState
Links an LLM agent to memory.
hasMutationOperator
Links a population to mutation rates.
hasNegotiator
Identifies negotiators involved.
hasNeighborSet
Links a node to neighbors.
hasNetworkEdge
Links a network game to its structural edges.
hasNetworkFlow
Links a routing game to flows.
hasObligation
Links a compliance state to obligations.
hasObservationSpace
Links an environment to its observation space.
hasParticipationConstraint
Links a mechanism to participation constraints.
hasPaymentRule
Links a mechanism to its payment rule.
hasPermission
Links a compliance state to permissions.
hasPetriNet
Links a Petri Net game to its net model.
hasPhysicalThing
Links a digital twin to its physical source.
hasPlace
Links a net model to places.
hasPlayFunction
Links an open game to forward play functions.
hasPolicy
Links an agent to their current policy.
hasPopulation
Links an evolutionary game to its populations.
hasPopulationState
Links a game to population states.
hasPosteriorBelief
Links a receiver to their posterior belief.
hasPriceOfAnarchy
Links a game to its anarchy index.
hasPriceOfStability
Links a game to its stability index.
hasPrincipal
Links a game to its principal.
hasPrivacyBudget
Links an agent to their privacy budget.
hasPrivateAttribute
Links an agent to private attributes.
hasPrivateSignal
Links a player type to signals.
hasProhibition
Links a compliance state to prohibitions.
hasPromptState
Links an LLM agent to prompt states.
hasPropertyRight
Links a player to their assets.
hasProtocolBinding
Links affordances to protocols.
hasProvenanceTrace
Links a session to lineage logs.
hasQRE
Links a game to QRE profiles.
hasQTable
Identifies value state tables.
hasReplicatorDynamic
Links a population to its replicator equations.
hasRepresentativeAgent
Links a game to its representative agent.
hasReputationScore
Links a player to their score.
hasResource
Links a congestion game to its resources.
hasRulePredicate
Links rules to GDL predicates.
hasRuntimeBinding
Links a mapping to runtime bindings.
hasSanction
Links a violation to sanctions.
has Shapley value
Assigns a Shapley value profile.
hasSignalStructure
Links design to signal structures.
hasSimulationBinding
Links a mapping to simulators.
hasSocialChoiceFunction
Links a voting game to aggregation functions.
hasSolverBinding
Links a mapping to optimization bindings.
hasStateEquation
Links a game to its dynamics equations.
hasStructuralEquation
Links a model to equations.
hasTarget
Links a security game to target nodes.
hasTerminalRule
Links a game to terminal rules.
hasToolInvocation
Links an agent message to tool calls.
hasTransactionCost
Links a trade to its cost.
hasTransitionNode
Links a net model to transition nodes.
hasType
Links a player to a type space type.
hasTypeSpace
Links an epistemic game to type spaces.
hasVoter
Links a voting game to its voters.
hasWardropEquilibrium
Links a routing game to its equilibria.
hasWitnessStrategy
Links task run to witness strategies.
rationalizableActions
Links types to actions.
confidence
Belief confidence score.
description
Human-readable description.
identifier
A unique string identifying a game component.
name
The name of a game component.
payoff value
Numeric value of a player's payoff.
probability
Transition or signal probability value (0 to 1).
source reference
URI to external citations or source data.
time index
Discrete time step identifier.
timestamp
Real-world time log of an event.
utility value
Calculated utility value of an outcome.
version
Ontology version metadata.
capacityValue
Numeric capacity maximum limit.
coalition value value
Numerical value associated with a coalition.
cognitiveLevel
Integer level parameter in Level-K models.
concessionRate
Numeric rate at which players concede during bargaining.
costValue
Numeric transaction cost values.
degreeValue
Numeric property representing number of graph edges.
densityValue
Numeric population density value.
disagreementPoint
Assigns a utility value representing the outcome of negotiation failure.
discountFactor
Temporal discount factor for future rewards.
driftRate
Numeric drift value.
entropyValue
Numeric information metric value.
epsilonValue
Numeric epsilon privacy parameter value.
explorationRate
Epsilon probability of random exploration.
formulaString
Syntax string of the formula.
hasGDLDescription
Links a game to GDL script content.
hasReservePrice
Declares the reserve price of an auction.
hasSecondHighestBid
Identifies the second highest bid amount.
hasWinningBid
Identifies the winning bid amount.
inequityAversionAlpha
Alpha parameter representing envy preferences.
isCompliant
Boolean mapping compliance.
isVerified
Boolean flag indicating validation success.
learningRate
Numeric rate parameter for parameter updates.
poaValue
Numeric POA ratio value.
posValue
Numeric POS ratio value.
queryText
Syntax string of the execution query.
rationalityParameter
Lambda value representing decision noise scaling.
regretValue
Numeric value tracking cumulative regret.
revenueValue
Numeric property representing expected mechanism revenue.
samplingInterval
Numeric monitoring refresh interval.
scoreValue
Numeric score estimate between 0 and 1.
temperatureValue
Numeric temperature configuration.
threatScore
Numeric value estimating target threat.
timeHorizon
Numeric maximum continuous time index.
tokenCount
Integer number of tokens in a place.
valuationValue
Numeric valuation assigned to an allocation.
voteCount
Integer number of votes counted.
wageValue
Numeric property representing agent payments.
Action
A single choice or move available to a player at a decision point.
Action Profile
A combination of actions chosen simultaneously by all players.
Agent
An automated or rational actor operating inside a game.
Artificial Agent
A software agent participating in a game.
Belief
A probability distribution over states in an information set.
Cardinal Payoff
A payoff representing quantitative measurements of utility.
Chance Node
A game node where transition outcomes are decided stochastically.
Coalition
A group of players cooperating to achieve payoffs.
Constitutive Rule
Rules that create or define new forms of activity.
Continuous Dynamics
State transitions occurring over continuous time flows.
Decision Node
A game node controlled by a specific player.
Deterministic Outcome
An outcome determined strictly by player actions.
Discrete Dynamics
State transitions occurring in discrete time steps.
Equilibrium
A strategy profile matching equilibrium conditions (e.g. Nash).
Event Trace
A history of state transitions and actions in a session.
Execution Model
A compilation of the game ontology to an executable simulator.
Finite Game
A game with a finite number of players, strategies, and outcomes.
Game Entity
The base class for all game-theoretic elements.
Game Instance
A concrete realization of a GameSpecification, preparing or binding parameters for play.
Game Node
A state configuration node within dynamic/extensive games.
Game Specification
The structural rules, players, actions, and utilities defining a game.
Human Player
A human agent participating in a game.
Imperfect Information
Information configuration where some past actions are hidden.
Infinite Game
A game featuring infinite player or strategy spaces.
Information Set
A set of decision states indistinguishable to a player.
Initial State
The start state of the game.
Institution
An organizational frame or system governing game norms.
Mixed Strategy
A probability distribution over pure strategies.
Nash Equilibrium
A strategy profile where no player has a unilateral incentive to deviate.
Norm
A social constraint or expectation in institutional games.
Ordinal Payoff
A payoff representing relative preference rankings.
Outcome
The end consequence of action choices.
Payoff
The numerical rewards or utilities distributed to players for an outcome.
Payoff Profile
Represents the aggregated profile of payoffs for all active players.
Perfect Information
Information configuration where all past actions are observed.
Play Session
A session during which a game instance is played or simulated.
Player
An entity (human, LLM, robot, group) playing the game.
Player Payoff Link
Connects a utility value directly to a player instance.
Preference Relation
An ordinal ranking of outcomes by a player.
Pure Strategy
A strategy that defines a specific choice for all decision points.
Regulative Rule
Rules that regulate pre-existing activities.
Role
A position occupied by a player within a game specification.
Rule
A structural constraint governing game play.
Sequential Action
An action taken in order during the game's sequence.
Signal
An informational cue emitted to players.
Simultaneous Action
An action taken in synchrony with other players' choices.
Solver
An algorithm designed to find game equilibria.
State
A configuration node in extensive-form or dynamic games.
Stochastic Outcome
An outcome incorporating environmental randomness.
Strategy
A complete plan of action for a player.
Strategy Profile
A vector of strategies, one for each player.
Subgame Perfect Equilibrium
An equilibrium that constitutes a Nash equilibrium in every subgame.
Terminal Node
A terminal node in a game model mapping to payoffs.
Terminal State
A leaf node representing game completion.
Transition
A state change triggered by an action profile.
Transition Function
A function defining the state transitions.
Utility Function
A mapping from outcomes to real numbers for a player.
ActionAffordance
Writable control capabilities exposed by a Digital Twin.
ActionAttribution
Links an action instance to a signature identity.
ActionSpace
The set of all possible environment actions.
AgentCapability
Declared functionality of an LLM agent.
AgentMessage
A structural message emitted by an LLM agent.
AgentProtocolSession
A session structured via communication protocols.
AgentRole
The strategic contractor accepting terms.
AlgorithmicGame
A game evaluated under computational complexity metrics.
Algorithmic Solver
An algorithmic solver resolving game theoretic equilibrium.
Allocation
An assignment of goods or resources to agents.
AllocationRule
A rule mapping agent reports to an allocation of goods or resources.
ApproximationGuarantee
The precision bounds of approximate solvers.
AttackVector
The path selected by the attacker.
Attacker
The player attacking resources.
Auction
A mechanism for selling or buying goods via bidding.
AuditEvent
Log entry reporting compliance violations.
Ballot
A profile of voter preferences.
BargainingGame
A cooperative scenario where players negotiate a division of resources.
BargainingProtocol
Rules defining sequence of offers and counter-offers.
Bargaining Solution
BargainingSolution
A payoff allocation resolving strategic negotiation.
An equilibrium outcome resolving strategic negotiation.
BehaviouralGame
A game modeling human-like decisions violating classical rationality.
BeliefHierarchy
An infinite hierarchy of beliefs about beliefs.
BlockingPair
A pair of agents who prefer each other to their matches.
BoundedRationalityModel
Models capturing cognitive resource bounds.
Candidate
An option or entity being voted on.
CausalGame
A game specifying causal dependencies between actions and payoffs.
CausalGraph
A directed acyclic graph representing causal paths.
CausalModel
A model encapsulating structural causal equations.
CausalPayoffModel
A causal specification of payoff functions.
Characteristic Function
A mapping from coalitions to their security payoffs.
Coalition Game
A cooperative game focusing on coalition formations.
CognitiveHierarchyModel
Model tracking continuous hierarchies of player thinking depth.
CollectiveChoiceArena
An arena where rules are written or amended.
CommonKnowledge
A property defining mutual knowledge of all orders.
ComplexityClass
The complexity classification (e.g. PPAD, NP).
ComplianceState
A state marking compliance with norms.
CompositionalGame
A composite game formed by monoidal paths.
ComputationalProblem
A problem computing strategic options.
CondorcetWinner
A candidate winning majority preferences head-to-head.
CongestionGame
A game where player payoffs depend on resource load.
ConsentBoundary
Boundaries limiting LLM agent actions.
ConsentPolicy
Rule specifying agent approval for disclosure.
ConstraintViolation
Output logs reporting model schema errors.
ContextWindow
The input history buffer of a language model.
ContinuousTimeGame
A game modeling continuous state variables and decisions.
Contract
The binding document detailing incentives.
ContractGame
A game modeling strategic principal-agent contracts.
ControlVariable
A decision variable continuously adjusted over time.
Cooperative Game
A game where players can negotiate binding agreements.
CoplayFunction
The function implementing game backward utility transfers.
Core Solution
A payoff distribution where no coalition has incentive to deviate.
CounterexampleTrace
A trace refuting a temporal property.
CounterfactualOutcome
An outcome mapping alternate worlds.
CoverageSchedule
The randomized allocation of defensive resources.
Credential
Cryptographic authorization ticket.
CyberPhysicalState
The joint physical and digital state configuration.
CyberSecurityGame
A security game mapping digital network threats.
DEVSAtomicModel
Discrete Event System specification atomic block.
DEVSCoupledModel
DEVS block formed by composition.
Defender
The player defending resources.
DeonticLogicSystem
A normative system formalizing modalities of obligation, permission, and prohibition.
DeonticModality
The structural category of the deontic rule.
DifferentialGame
A game modeled via ordinary differential equations.
DifferentialPrivacyMechanism
Noise algorithm (Laplace, Gaussian) shielding attributes.
DiffusionGame
A game modeling information or adoption spread.
DigitalTwin
The digital replica mapping physical device parameters.
DigitalTwinGame
A game modeling physical devices via digital replicas.
DirectMechanism
A mechanism where agents directly report their private types.
DisclosureAction
Action exposing private attributes.
DisclosurePolicy
Rules defining information disclosure bounds.
DistributionalState
The mathematical distribution of agent characteristics.
DutchAuction
A descending price auction.
EnforcementMechanism
A mechanism applying sanctions to rule violations.
EnglishAuction
An ascending open-cry auction.
EnvyFreeAllocation
An allocation where no agent prefers another's bundle.
EpistemicGame
A game formalizing beliefs and common knowledge.
EquilibriumComputationProblem
The specific task of finding game equilibria.
EquilibriumPredicate
Predicate defining local equilibrium conditions.
EventAffordance
Unsolicited notification streams emitted by a Digital Twin.
EvolutionarilyStableStrategy
A strategy resistant to mutation invasion.
EvolutionaryGame
A game modeling biological or social strategy evolution.
ExecutableGameGraph
A knowledge graph containing executable semantic rules.
ExecutionBinding
Mappers mapping ontology elements to software execution objects.
ExperimentalProtocol
The laboratory setup instructions testing behavioural choices.
ExploitabilityMetric
Metric tracking how close a joint policy is to a Nash equilibrium.
FairnessCriterion
A metric assessing fairness properties of allocations.
FairnessPreference
Preferences incorporating inequity aversion.
Federate
An HLA distributed simulation execution node.
FederationObjectModel
HLA simulation protocol catalog (FOM).
FictitiousPlay
A learning process where players best-respond to empirical strategy distributions of opponents.
FirstPriceAuction
An auction where the highest bidder wins and pays their bid.
FitnessFunction
A function mapping strategy outcomes to biological reproductive success.
GDLGame
A game defined using GDL syntax.
GDLII Game
A game defined using GDL-II (imperfect information).
GameDescriptionLanguage
The description language vocabulary (GDL).
GoalRule
Rules defining player score achievements.
GovernanceMechanism
A system overseeing rule compliance.
GraphPlayer
A node in a network game.
Hamiltonian
The mathematical function modeling optimal control paths.
HiddenAction
An action unobserved by the principal (moral hazard).
HiddenInformation
A type unobserved by the principal (adverse selection).
HybridGame
A game combining continuous dynamics and discrete mode transitions.
IdentityClaim
Declared cryptographic identifier of an agent.
IncentiveCompatibilityConstraint
A constraint ensuring truthful reporting is a Nash equilibrium.
IncentiveScheme
A system tying payments to performance indicators.
IndividualRationalityConstraint
A constraint ensuring voluntary participation yields non-negative utility.
InfluenceGame
A game modeling strategy pressure from peers.
InformationDesignGame
A game modeling how information is formatted and disclosed.
InformationDesigner
An agent (sender) committing to a signal structure.
InformationLeakage
Calculated index of disclosure levels.
A set of formal or informal rules structure.
InstitutionalEconomicsGame
A game modeling transactions, property rights, and governance.
InstitutionalRule
A rule defined by an institution.
InteractionAffordance
Action capabilities exposed by a Digital Twin.
Intervention
An active manipulation of a causal variable (do-calculus).
IsaacsCondition
Conditions matching saddle point existence in differential play.
JointPolicy
A combination of policies for all agents in a MARL system.
KalaiSmorodinskySolution
A bargaining solution maintaining utility ratios relative to ideal options.
LLMAgent
A language model agent behaving strategically.
LLMInteractionGame
A game modeling interactions among language models.
LatencyFunction
A function mapping resource load to latency costs.
LearningAlgorithm
An algorithm (e.g. Q-learning, PPO) updating policy parameters.
LearningProcess
An iterative process of strategy updates in repeated play.
LegalMoveRule
Rules defining valid moves.
Lens
A bidirectional mapping transferring play and coplay parameters.
LevelKModel
Model tracking hierarchies of step-by-step thinking.
LivenessProperty
A property checking that a good state is eventually reached.
LocalInteraction
A local game specification among neighboring players.
LudiiGame
A game defined using the Ludii system format.
ManipulationProblem
A problem evaluating strategic voter manipulation.
Marking
The state vector of token locations across places.
MarkovGame
A multi-agent extension of Markov Decision Processes.
Matching
A mapping of agents on one side of the market to another.
MatchingMarket
A market matching demand and supply agents.
MeanFieldEquilibrium
The fixed point of population dynamics and agent policies.
MeanFieldGame
A game modeling interactions in infinite agent populations.
Mechanism
A system specifying rules for mapping agent messages to allocations and payments.
MemoryState
Stored variables representing conversational history.
ModelCheckingTask
A model verification execution run.
MonitoringTechnology
A mechanism observing indicators.
MonoidalComposition
The compositional operator combining games.
MultiAgentEnvironment
The simulator environment containing states and transition dynamics.
MutationOperator
Rules specifying strategy mutation rates.
NashBargainingSolution
A bargaining solution maximizing the product of utilities.
NeighborSet
The set of immediate neighbors of a graph node.
NetworkEdge
A connection linking players in the network.
NetworkFlow
The distribution of player routes in a network.
NetworkGame
A game played over a social or physical network graph.
Non-Transferable Utility Game
A cooperative game where payoffs cannot be transferred.
A norm rule containing deontic modalities.
Obligation
A deontic state requiring specific action.
ObservationSpace
The set of all possible environment observations.
OpenGame
A game block that can compose with other games.
ParticipationConstraint
Condition ensuring the agent accepts the contract.
PaymentRule
A rule mapping agent reports to payments required from agents.
Permission
A deontic state allowing specific action.
PersuasionMechanism
A mechanism modeling Bayesian persuasion.
PetriNet
The discrete-event bipartite graph representation.
PetriNetGame
A game modeled using Petri Net structures.
Place
Graph node representing local states or resources.
PlayFunction
The function implementing game forward execution.
Policy
A mapping from observations to actions for a single MARL agent.
Population
The group of agents evolving strategies.
PopulationPolicy
The generalized strategy profile of the population.
PopulationState
A continuous distribution of players across states.
PosteriorBelief
A receiver belief updating after signals.
PotentialGame
A game possessing a global potential function.
PreferenceProfile
The collected preferences of all voters.
PriceOfAnarchy
The ratio of worst-case Nash utility to social optimum.
PriceOfStability
The ratio of best-case Nash utility to social optimum.
Principal
The contract designer offering terms.
PrincipalAgentGame
A game with hidden action or hidden information.
PrivacyBudget
Numeric index tracking epsilon differential privacy bounds.
PrivateAttribute
Data field subject to disclosure protection.
PrivateSignal
A private information signal.
Prohibition
A deontic state forbidding specific action.
PromptState
The context input prompt representing agent context.
PropertyAffordance
Read-only attributes exposed by a Digital Twin.
PropertyRight
Rules mapping ownership of game assets.
ProportionalAllocation
An allocation giving each agent their fair share.
ProtocolBinding
Network connection settings (HTTP, MQTT).
ProvenanceTrace
Lineage records tracking action histories (PROV).
QLearning
A reinforcement learning process updating action-value estimates.
QuantalResponseEquilibrium
Equilibrium incorporating logit decision noise.
Rationalizability
The set of actions surviving iterated dominance under beliefs.
ReachabilityProperty
A property checking if a state is reachable.
ReceiverBelief
The belief state of the target audience.
RegretMatching
A learning process updating actions based on cumulative regrets.
RegretMetric
Metric tracking the difference between actual and optimal decisions.
ReplicatorDynamic
Differential equations mapping strategy population shares over time.
ReplicatorLearning
An evolutionary learning process modeling relative success.
RepresentativeAgent
An agent representing average player dynamics.
ReputationScore
Models statistical estimation of agent trustworthiness.
Resource
An asset consumed or shared by players.
ResourceEdge
A network edge segment acting as a congestion resource.
RewardFunction
A function returning rewards based on joint actions and states.
RoutingGame
A congestion game played over a network flow path.
RuleEncodedGame
A game completely defined by syntax rules.
RulePredicate
A logical statement in a rule model.
RuntimeBinding
Bindings linking parameters to live environments.
SPARQLExecutionQuery
SPARQL statement executing model updates.
SafetyProperty
A property checking that a bad state is never reached.
Sanction
A punishment applied to violations.
SecondPriceAuction
An auction where the highest bidder wins and pays the second-highest bid.
SecurityGame
A game modeling strategic defense and attacks.
SelfPlay
A training protocol where agents learn by playing copies of themselves.
Shapley Value
A unique distribution of cooperative surplus based on marginal contributions.
SignalStructure
A mapping from state of nature to signals.
SimulationBinding
Bindings linking model nodes to DEVS/HLA simulators.
SocialChoiceFunction
A mapping from voting profiles to selections.
SolverBinding
Bindings linking model nodes to optimization engines.
StableMatching
A matching without blocking pairs.
StackelbergSecurityGame
A security game where defender commits first.
StateEquation
A differential equation defining state updates.
StochasticDifferentialGame
A differential game incorporating stochastic noise.
StrategicFormula
A temporal logic formula mapping strategy requirements.
StrategyLens
A lens translating strategy parameters.
StructuralEquation
An equation mapping endogenous variables to exogenous factors.
Target
The target resource with defense payoffs.
TemporalProperty
Properties modeling time dimensions (CTL, ATL).
TerminalRule
Rules defining final states.
Thing
The physical device or asset counterpart.
ThreatModel
Specifies adversary capabilities.
Token
Marking entities residing in places.
ToolInvocation
An agent action invoking external APIs.
TransactionCost
Utility costs associated with trade execution.
Transferable Utility Game
A cooperative game where players can freely transfer utility values.
TransitionNode
Graph node representing event transitions.
TransitionRule
Rules mapping action configurations to next states.
TrustRelation
Models relative trust parameters among agents.
Type
An agent type representing beliefs and preferences.
TypeSpace
A space grouping player types.
ValidationShape
SHACL validation schema applied at runtime.
VerificationGame
A game modeling formal specification checks.
VickreyAuction
A sealed-bid second-price auction.
Violation
An event trace marking rule breach.
Voter
A player expressing choices over candidates.
VotingGame
A game representing voting procedures and aggregation.
VotingRule
The formal algorithm aggregation of ballots.
WardropEquilibrium
The network equilibrium condition where route costs equalize.
WitnessStrategy
A strategy proving a temporal property.