Related papers: Algorithms for B\"uchi Games
The maximum matching problem in dynamic graphs subject to edge updates (insertions and deletions) has received much attention over the last few years; a multitude of approximation/time tradeoffs were obtained, improving upon the folklore…
The quality of opponent Artificial Intelligence (AI) in fighting videogames is crucial. Some other game genres can rely on their story or visuals, but fighting games are all about the adversarial experience. In this paper, we will introduce…
Parity games are a much researched class of games in NP intersect CoNP that are not known to be in P. Consequently, researchers have considered specialised algorithms for the case where certain graph parameters are small. In this paper, we…
Small Progress Measures is one of the classical parity game solving algorithms. For games with n vertices, m edges and d different priorities, the original algorithm computes the winning regions and a winning strategy for one of the players…
We show that the VC-dimension of a graph can be computed in time $n^{\log d+1} d^{O(d)}$, where $d$ is the degeneracy of the input graph. The core idea of our algorithm is a data structure to efficiently query the number of vertices that…
The weighted $k$-center problem in graphs is a classical facility location problem where we place $k$ centers on the graph, which minimize the maximum weighted distance of a vertex to its nearest center. We study this problem when the…
We present a new scaling algorithm for maximum (or minimum) weight perfect matching on general, edge weighted graphs. Our algorithm runs in $O(m\sqrt{n}\log(nN))$ time, $O(m\sqrt{n})$ per scale, which matches the running time of the best…
In classical game theory, optimal strategies are determined for games with complete information; this requires knowledge of the opponent's goals. We analyze games when a player is mistaken about their opponents goals. For definitiveness, we…
We first prove a one-to-one correspondence between finding Hamiltonian cycles in a cubic planar graphs and finding trees with specific properties in dual graphs. Using this information, we construct an exact algorithm for finding…
We consider fixpoint algorithms for two-player games on graphs with $\omega$-regular winning conditions, where the environment is constrained by a strong transition fairness assumption. Strong transition fairness is a widely occurring…
Recently it was shown that many classic graph problems -- Independent Set, Dominating Set, Hamiltonian Cycle, and more -- can be solved in subexponential time on unit-ball graphs. More precisely, these problems can be solved in…
Maximum cardinality matching in bipartite graphs is an important and well-studied problem. The fully dynamic version, in which edges are inserted and deleted over time has also been the subject of much attention. Existing algorithms for…
Let $\mathbb{F}$ be any field, we consider solving $Ax=b$ repeatedly for a matrix $A\in\mathbb{F}^{n\times n}$ of $m$ non-zero elements, and multiple different $b\in\mathbb{F}^{n}$. If we are given a zero forcing set of $A$ of size $k$, we…
The Balanced Connected Subgraph problem (BCS) was recently introduced by Bhore et al. (CALDAM 2019). In this problem, we are given a graph $G$ whose vertices are colored by red or blue. The goal is to find a maximum connected subgraph of…
We present space-efficient algorithms for computing cut vertices in a given graph with $n$ vertices and $m$ edges in linear time using $O(n+\min\{m,n\log \log n\})$ bits. With the same time and using $O(n+m)$ bits, we can compute the…
A maximal matching can be maintained in fully dynamic (supporting both addition and deletion of edges) $n$-vertex graphs using a trivial deterministic algorithm with a worst-case update time of O(n). No deterministic algorithm that…
In this paper we study the classic problem of computing a maximum cardinality matching in general graphs $G = (V, E)$. The best known algorithm for this problem till date runs in $O(m \sqrt{n})$ time due to Micali and Vazirani \cite{MV80}.…
Games, in their mathematical sense, are everywhere (game industries, economics, defense, education, chemistry, biology, ...).Search algorithms in games are artificial intelligence methods for playing such games. Unfortunately, there is no…
It is known that a better than $2$-approximation algorithm for the girth in dense directed unweighted graphs needs $n^{3-o(1)}$ time unless one uses fast matrix multiplication. Meanwhile, the best known approximation factor for a…
We present an algorithm that enumerates all the perfect matchings in a given bipartite graph G = (V,E). Our algorithm requires a constant amortized time to visit one perfect matching of G, in contrast to the current fastest algorithm,…