Related papers: Braid is undecidable
Much progress has been made in misere game theory using the technique of restricted misere play, where games can be considered equivalent inside a restricted set of games without being equal in general. This paper provides a survey of…
We study the computational complexity of the popular board game backgammon. We show that deciding whether a player can win from a given board configuration is NP-Hard, PSPACE-Hard, and EXPTIME-Hard under different settings of known and…
This paper introduces a variant of the impartial combinatorial game nim, called tree nim, as well as a particular case of tree nim called tripod nim. A certain existence-uniqueness result and a periodicity result are proven about the…
Deterministic timed automata are strictly less expressive than their non-deterministic counterparts, which are again less expressive than those with silent transitions. As a consequence, timed automata are in general non-determinizable.…
Games are natural models for multi-agent machine learning settings, such as generative adversarial networks (GANs). The desirable outcomes from algorithmic interactions in these games are encoded as game theoretic equilibrium concepts, e.g.…
In two-player games on graphs, the players move a token through a graph to produce an infinite path, which determines the winner of the game. Such games are central in formal methods since they model the interaction between a…
A data tree is an unranked ordered tree whose every node is labelled by a letter from a finite alphabet and an element ("datum") from an infinite set, where the latter can only be compared for equality. The article considers alternating…
Snake is a classic computer game, which has been around for decades. Based on this game, we study the game of Snake on arbitrary undirected graphs. A snake forms a simple path that has to move to an apple while avoiding colliding with…
We prove a general upper bound on the tradeoff between time and space that suffices for the reversible simulation of irreversible computation. Previously, only simulations using exponential time or quadratic space were known. The tradeoff…
This paper proposes a thought experiment to search for efficient bounded algorithms of NPC problems by machine enumeration. The key contributions are: -- On Universal Turing Machines, a program's time complexity should be characterized as:…
This paper studies a large class of two-player perfect-information turn-based parity games on infinite graphs, namely those generated by collapsible pushdown automata. The main motivation for studying these games comes from the connections…
We prove a square-root space simulation for deterministic multitape Turing machines, showing $\mathrm{TIME}[t]\subseteq \mathrm{SPACE}[O(\sqrt{t})]$ \emph{measured in tape cells over a fixed finite alphabet}. The key step is a Height…
We study verification problems for history-constrained systems (HCS), a model of guarded computation that uses nested systems. An outer system describes the process architecture in which a sequence of actions represents the communication…
We consider Flipping Coins, a partizan version of the impartial game Turning Turtles, played on lines of coins. We show the values of this game are numbers, and these are found by first applying a reduction, then decomposing the position…
Time series classification has received great attention over the past decade with a wide range of methods focusing on predictive performance by exploiting various types of temporal features. Nonetheless, little emphasis has been placed on…
We present a nondeterministic model of computation based on reversing edge directions in weighted directed graphs with minimum in-flow constraints on vertices. Deciding whether this simple graph model can be manipulated in order to reverse…
A large class of data questions can be modeled as identifying important slices of data driven by user defined metrics. This paper presents TRACE, a Time-Relational Approximate Cubing Engine that enables interactive analysis on such slices…
This paper examines the integration of computational complexity into game theoretic models. The example focused on is the Prisoner's Dilemma, repeated for a finite length of time. We show that a minimal bound on the players' computational…
Braid combing is a procedure defined by Emil Artin to solve the word problem in braid groups for the first time. It is well-known to have exponential complexity. In this paper, we use the theory of straight line programs to give a…
Given a tree $T=(V,E)$ on $n$ vertices, we consider the $(1 : q)$ Maker-Breaker tree embedding game ${\mathcal T}_n$. The board of this game is the edge set of the complete graph on $n$ vertices. Maker wins ${\mathcal T}_n$ if and only if…