Related papers: Games for width parameters and monotonicity
The semi-random graph process is a single player game in which the player is initially presented an empty graph on $n$ vertices. In each round, a vertex $u$ is presented to the player independently and uniformly at random. The player then…
A graph $G = (V,E)$ is said to be saturated with respect to a monotone increasing graph property ${\mathcal P}$, if $G \notin {\mathcal P}$ but $G \cup \{e\} \in {\mathcal P}$ for every $e \in \binom{V}{2} \setminus E$. The saturation game…
Consider the following one-player game. Take a well-formed sequence of opening and closing brackets. As a move, the player can pair any opening bracket with any closing bracket to its right, erasing them. The goal is to re-pair (erase) the…
Finding a few solutions for a given problem that are diverse, as opposed to finding a single best solution to solve the problem, has recently become a notable topic in theoretical computer science. Recently, Baste, Fellows, Jaffke,…
We present an alternative proof of a theorem by Courcelle, Makowski and Rotics which states that problems expressible in MSO are solvable in linear time for graphs of bounded rankwidth. Our proof uses a game-theoretic approach and has the…
It is folklore that tree-width is monotone under taking subgraphs (i.e. injective graph homomorphisms) and contractions (certain kinds of surjective graph homomorphisms). However, although tree-width is obviously not monotone under any…
We consider the following generalization of binary search in sorted arrays to tree domains. In each step of the search, an algorithm is querying a vertex $q$, and as a reply, it receives an answer, which either states that $q$ is the…
Consider an agent exploring an unknown graph in search of some goal state. As it walks around the graph, it learns the nodes and their neighbors. The agent only knows where the goal state is when it reaches it. How do we reach this goal…
The use of monotonicity and Tarski's theorem in existence proofs of equilibria is very widespread in economics, while Tarski's theorem is also often used for similar purposes in the context of verification. However, there has been…
Tree projections provide a mathematical framework that encompasses all the various (purely) structural decomposition methods that have been proposed in the literature to single out classes of nearly-acyclic (hyper)graphs, such as the tree…
We introduce a new width parameter for matroids called decomposition width and prove that every matroid property expressible in the monadic second order logic can be computed in linear time for matroids with bounded decomposition width if…
We address the problem of solving parity games with imperfect information on finite graphs of bounded structural complexity. It is a major open problem whether parity games with perfect information can be solved in PTIME. Restricting the…
We consider two-player stochastic games played on a finite graph for infinitely many rounds. Stochastic games generalize both Markov decision processes (MDP) by adding an adversary player, and two-player deterministic games by adding…
Parity games are games that are played on directed graphs whose vertices are labeled by natural numbers, called priorities. The players push a token along the edges of the digraph. The winner is determined by the parity of the greatest…
In evolutionary game theory, repeated two-player games are used to study strategy evolution in a population under natural selection. As the evolution greatly depends on the interaction structure, there has been growing interests in studying…
The recently introduced graph parameter tree-cut width plays a similar role with respect to immersions as the graph parameter treewidth plays with respect to minors. In this paper, we provide the first algorithmic applications of tree-cut…
Game-theoretic algorithms are commonly benchmarked on recreational games, classical constructs from economic theory such as congestion and dispersion games, or entirely random game instances. While the past two decades have seen the rise of…
The main topic of this paper is motivated by a localization problem in cellular networks. Given a graph $G$ we want to localize a walking agent by checking his distance to as few vertices as possible. The model we introduce is based on a…
We study a random game in which two players in turn play a fixed number of moves. For each move, there are two possible choices. To each possible outcome of the game we assign a winner in an i.i.d. fashion with a fixed parameter p. In the…
The semi-random graph process is a single player game in which the player is initially presented an empty graph on $n$ vertices. In each round, a vertex $u$ is presented to the player independently and uniformly at random. The player then…