Related papers: The Complexity of Testing Properties of Simple Gam…
We define the class of "simple recursive games". A simple recursive game is defined as a simple stochastic game (a notion due to Anne Condon), except that we allow arbitrary real payoffs but disallow moves of chance. We study the complexity…
Counter reachability games are played by two players on a graph with labelled edges. Each move consists in picking an edge from the current location and adding its label to a counter vector. The objective is to reach a given counter value…
Using semi-tensor product of matrices, the structures of several kinds of symmetric games are investigated via the linear representation of symmetric group in the structure vector of games as its representation space. First of all, the…
We show how two techniques from statistical physics can be adapted to solve a variant of the notorious Unique Games problem, potentially opening new avenues towards the Unique Games Conjecture. The variant, which we call Count Unique Games,…
Hierarchical simple games - both disjunctive and conjunctive - are natural generalizations of simple majority games. They take their origin in the theory of secret sharing. Another important generalization of simple majority games with…
Matching games naturally generalize assignment games, a well-known class of cooperative games. Interest in matching games has grown recently due to some breakthrough results and new applications. This state-of-the-art survey provides an…
Solving parity games is a major building block for numerous applications in reactive program verification and synthesis. While they can be solved efficiently in practice, no known approach has a polynomial worst-case runtime complexity. We…
As the complexity and scope of games increase, game testing, also called playtesting, becomes an essential activity to ensure the quality of video games. Yet, the manual, ad-hoc nature of game testing leaves space for automation. In this…
We study a basic sequential model for the discovery of winning coalitions in a simple game, well known from its use in defining the Shapley-Shubik power index. We derive in a uniform way a family of measures of collective and individual…
Reasoning is not just about solving problems -- it is also about evaluating which problems are worth solving at all. Evaluations of artificial intelligence (AI) systems primarily focused on problem solving, historically by studying how…
We study the complexity of several combinatorial problems in the model of binary networked public goods games. In this game, players are represented by vertices in a network, and the action of each player can be either investing or not…
We study the complexity of influencing elections through bribery: How computationally complex is it for an external actor to determine whether by a certain amount of bribing voters a specified candidate can be made the election's winner? We…
Game semantics has provided adequate models for a variety of programming languages, in which types are interpreted as two-player games and programs as strategies. Melli\`es (2018) suggested that such categories of games and strategies may…
Consider QBF, the Quantified Boolean Formula problem, as a combinatorial game ruleset. The problem is rephrased as determining the winner of the game where two opposing players take turns assigning values to boolean variables. In this…
We study the control complexity of fallback voting. Like manipulation and bribery, electoral control describes ways of changing the outcome of an election; unlike manipulation or bribery attempts, control actions---such as…
Tasks of different nature and difficulty levels are a part of people's lives. In this context, there is a scientific interest in the relationship between the difficulty of the task and the persistence need to accomplish it. Despite the…
Voting is a simple mechanism to combine together the preferences of multiple agents. Agents may try to manipulate the result of voting by mis-reporting their preferences. One barrier that might exist to such manipulation is computational…
To make a joint decision, agents (or voters) are often required to provide their preferences as linear orders. To determine a winner, the given linear orders can be aggregated according to a voting protocol. However, in realistic settings,…
We analyze the computational complexity of optimally playing the two-player board game Push Fight, generalized to an arbitrary board and number of pieces. We prove that the game is PSPACE-hard to decide who will win from a given position,…
Negotiations, a model of concurrency with multi party negotiation as primitive, have been recently introduced in arXiv:1307.2145, arXiv:1403.4958. We initiate the study of games for this model. We study coalition problems: can a given…