Related papers: Games for width parameters and monotonicity
We consider monotonicity problems for graph searching games. Variants of these games - defined by the type of moves allowed for the players - have been found to be closely connected to graph decompositions and associated width measures such…
We study a variation of the cops and robber game characterising treewidth, where in each play at most q cops can be placed in order to catch the robber, where q is a parameter of the game. We prove that if k cops have a winning strategy in…
With increasing game size, a problem of computational complexity arises. This is especially true in real world problems such as in social systems, where there is a significant population of players involved in the game, and the complexity…
A matching game is a cooperative profit game defined on an edge-weighted graph, where the players are the vertices and the profit of a coalition is the maximum weight of matchings in the subgraph induced by the coalition. A population…
In this note we prove the uniqueness of solutions to a class of Mean Field Games systems subject to possibly degenerate individual noise. Our results hold true for arbitrary long time horizons and for general non-separable Hamiltonians that…
Treewidth is a graph parameter that plays a fundamental role in several structural and algorithmic results. We study the problem of decomposing a given graph $G$ into node-disjoint subgraphs, where each subgraph has sufficiently large…
We investigate the interrelation between graph searching games and games with imperfect information. As key consequence we obtain that parity games with bounded imperfect information can be solved in PTIME on graphs of bounded DAG-width…
We introduce a way to parameterize automata and games on finite graphs with natural numbers. The parameters are accessed essentially by allowing counting down from the parameter value to 0 and branching depending on whether 0 has been…
Structural decomposition methods have been developed for identifying tractable classes of instances of fundamental problems in databases, such as conjunctive queries and query containment, of the constraint satisfaction problem in…
In this work we introduce and study a pursuit-evasion game in which the search is performed by heterogeneous entities. We incorporate heterogeneity into the classical edge search problem by considering edge-labeled graphs: once a search…
Over the past decade, we witness an increasing amount of interest in the design of exact exponential-time and parameterized algorithms for problems in Graph Drawing. Unfortunately, we still lack knowledge of general methods to develop such…
We investigate the resolution of second-order, potential, and monotone mean field games with the generalized conditional gradient algorithm, an extension of the Frank-Wolfe algorithm. We show that the method is equivalent to the fictitious…
We consider generalisations of tree width to directed graphs, that attracted much attention in the last fifteen years. About their relative strength with respect to "bounded width in one measure implies bounded width in the other" many…
Despite the many recent practical and theoretical breakthroughs in computational game theory, equilibrium finding in extensive-form team games remains a significant challenge. While NP-hard in the worst case, there are provably efficient…
We consider the well-studied problem of finding a spanning tree with minimum average distance between vertex pairs (called a MAD tree). This is a classic network design problem which is known to be NP-hard. While approximation algorithms…
In this paper we unveil novel monotonicity conditions applicable for Mean Field Games through the exploration of finite dimensional $canonical\ transformations$. Our findings contribute to establishing new global well-posedness results for…
We consider the mixed search game against an agile and visible fugitive. This is the variant of the classic fugitive search game on graphs where searchers may be placed to (or removed from) the vertices or slide along edges. Moreover, the…
Hedonic games model settings in which a set of agents have to be partitioned into groups which we call coalitions. In the enemy aversion model, each agent has friends and enemies, and an agent prefers to be in a coalition with as few…
Parameterized algorithms are a way to solve hard problems more efficiently, given that a specific parameter of the input is small. In this paper, we apply this idea to the field of answer set programming (ASP). To this end, we propose two…
We study hedonic coalition formation games in which cooperation among the players is restricted by a graph structure: a subset of players can form a coalition if and only if they are connected in the given graph. We investigate the…