Related papers: Voronoi Game on Graphs
Security games model strategic interactions in adversarial real-world applications. Such applications often involve extremely large but highly structured strategy sets (e.g., selecting a distribution over all patrol routes in a given…
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…
We present a new algorithm that produces a well-spaced superset of points conforming to a given input set in any dimension with guaranteed optimal output size. We also provide an approximate Delaunay graph on the output points. Our…
We study two-player games on finite graphs. Turn-based games have many nice properties, but concurrent games are harder to tame: e.g. turn-based stochastic parity games have positional optimal strategies, whereas even basic concurrent…
In this work we address a game theoretic variant of the shortest path problem, in which two decision makers (players) move together along the edges of a graph from a given starting vertex to a given destination. The two players take turns…
We study connections between expansion in bipartite graphs and efficient online matching modeled via several games. In the basic game, an opponent switches {\em on} and {\em off} nodes on the left side and, at any moment, at most $K$ nodes…
Fraud is ubiquitous across applications and involve users bypassing the rule of law, often with the strategic aim of obtaining some benefit that would otherwise be unattainable within the bounds of lawful conduct. However, user fraud can be…
In this paper a generalization of the Voronoi partition is used for optimal deployment of autonomous agents carrying sensors with heterogeneous capabilities, to maximize the sensor coverage. The generalized centroidal Voronoi configuration,…
In this paper, we study mechanism design for single-facility location games where each agent has multiple private locations in [0, 1]. The individual objective is a satisfaction function that measures the discrepancy between the optimal…
We consider the indirect covering subtree problem (Kim et al., 1996). The input is an edge weighted tree graph along with customers located at the nodes. Each customer is associated with a radius and a penalty. The goal is to locate a…
We consider a new setting of facility location games with ordinal preferences. In such a setting, we have a set of agents and a set of facilities. Each agent is located on a line and has an ordinal preference over the facilities. Our goal…
In this paper we propose search strategies for heterogeneous multi-agent systems. Multiple agents, equipped with communication gadget, computational capability, and sensors having heterogeneous capabilities, are deployed in the search space…
We study two-player multi-weighted reachability games played on a finite directed graph, where an agent, called P1, has several quantitative reachability objectives that he wants to optimize against an antagonistic environment, called P2.…
Two-player complete-information game trees are perhaps the simplest possible setting for studying general-sum games and the computational problem of finding equilibria. These games admit a simple bottom-up algorithm for finding subgame…
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…
Graph alignment aims at finding the vertex correspondence between two correlated graphs, a task that frequently occurs in graph mining applications such as social network analysis. Attributed graph alignment is a variant of graph alignment,…
The problem of solving a parity game is at the core of many problems in model checking, satisfiability checking and program synthesis. Some of the best algorithms for solving parity game are strategy improvement algorithms. These are global…
We study a two-player game played on undirected graphs called {\sc Trail Trap}, which is a variant of a game known as {\sc Partizan Edge Geography}. One player starts by choosing any edge and moving a token from one endpoint to the other;…
We start with the well-known game below: Two players hold a sheet of paper to their forehead on which a positive integer is written. The numbers are consecutive and each player can only see the number of the other one. In each time step,…
To verify the robustness of a program or protocol, it is common in the computer science community to rely on the theoretical framework of game theory. In particular, if one seeks to enforce a desired property, or specification, despite an…