Related papers: Playing Mastermind With Constant-Size Memory
Automatic chess problem or puzzle composition typically involves generating and testing various different positions, sometimes using particular piece sets. Once a position has been generated, it is then usually tested for positional…
We consider the complexity of problems related to the combinatorial game Free-Flood-It, in which players aim to make a coloured graph monochromatic with the minimum possible number of flooding operations. Our main result is that computing…
We show that the shadow vertex simplex algorithm can be used to solve linear programs in strongly polynomial time with respect to the number $n$ of variables, the number $m$ of constraints, and $1/\delta$, where $\delta$ is a parameter that…
Multi-dimensional mean-payoff and energy games provide the mathematical foundation for the quantitative study of reactive systems, and play a central role in the emerging quantitative theory of verification and synthesis. In this work, we…
Reasoning is a fundamental capability of large language models (LLMs), enabling them to comprehend, analyze, and solve complex problems. In this paper, we introduce TextGames, an innovative benchmark specifically crafted to assess LLMs…
The long code is a central tool in hardness of approximation, especially in questions related to the unique games conjecture. We construct a new code that is exponentially more efficient, but can still be used in many of these applications.…
For any odd integer $n\geq3$ a board (of size $n$) is a square array of $n\times n$ positions with a simple rule of how to move between positions. The goal of the game we introduce is to find a path from the upper left corner of a board to…
This paper studies two-player zero-sum games played on graphs and makes contributions toward the following question: given an objective, how much memory is required to play optimally for that objective? We study regular objectives, where…
One-time programs are modelled after a black box that allows a single evaluation of a function, and then self-destructs. Because software can, in principle, be copied, general one-time programs exists only in the hardware token model: it…
Geschke, Lubarsky, and Rahn in ``Choice and the Hat Game''~\cite{choice-and-the-hat-game} generalize the classic hat game puzzle to infinitely-many players and ask whether every model of set theory without choice in which the optimal…
This is a treatise on finite point configurations spanning a fixed volume to be found in a single color-class of an arbitrary finite (measurable) coloring of the Euclidean space $\mathbb{R}^n$, or in a single large measurable subset…
Leadership games provide a powerful paradigm to model many real-world settings. Most literature focuses on games with a single follower who acts optimistically, breaking ties in favour of the leader. Unfortunately, for real-world…
We study the problem of learning minimax policies in zero-sum matrix games. Fiegel et al. (2025) recently showed that achieving last-iterate convergence in this setting is harder when the players are uncoupled, by proving a lower bound on…
The ``state-of-the-art'' in Length Limited Huffman Coding algorithms is the $\Theta(ND)$-time, $\Theta(N)$-space one of Hirschberg and Larmore, where $D\le N$ is the length restriction on the code. This is a very clever, very problem…
The move-minimizing puzzles presented here are certain types of one-player combinatorial games that are shown to have explicit solutions whenever they can be encoded in a certain way as diamond-colored modular or distributive lattices. Our…
We study the complexity of computing the commuting-operator value $\omega^*$ of entangled XOR games with any number of players. We introduce necessary and sufficient criteria for an XOR game to have $\omega^* = 1$, and use these criteria to…
We have seen numerous machine learning methods tackle the game of chess over the years. However, one common element in these works is the necessity of a finely optimized look ahead algorithm. The particular interest of this research lies…
A big open question in the quantum information theory concerns feasibility of a self-correcting quantum memory. A quantum state recorded in such memory can be stored reliably for a macroscopic time without need for active error correction…
We develop a method that integrates the tree of thoughts and multi-agent framework to enhance the capability of pre-trained language models in solving complex, unfamiliar games. The method decomposes game-solving into four incremental tasks…
We study the Torus Puzzle, a solitaire game in which the elements of an input $m \times n$ matrix need to be rearranged into a target configuration via a sequence of unit rotations (i.e., circular shifts) of rows and/or columns. Amano et…