Related papers: Multinational War is Hard
Most work on manipulation assumes that all preferences are known to the manipulators. However, in many settings elections are open and sequential, and manipulators may know the already cast votes but may not know the future votes. We…
We consider a matching problem, which is meaningful in team competitions, as well as in information theory, recommender systems, and assignment problems. In the competitions which we study, each competitor in a team order plays a match with…
Let $G$ be a graph such that each edge has its list of available colors, and assume that each list is a subset of the common set consisting of $k$ colors. Suppose that we are given two list edge-colorings $f_0$ and $f_r$ of $G$, and asked…
In an Avoider-Enforcer game, we are given a hypergraph. Avoider and Enforcer alternate in claiming an unclaimed vertex, until all the vertices of the hypergraph are claimed. Enforcer wins if Avoider claims all vertices of an edge; Avoider…
Most work on manipulation assumes that all preferences are known to the manipulators. However, in many settings elections are open and sequential, and manipulators may know the already cast votes but may not know the future votes. We…
This paper proves that arrangement of music is NP-hard when subject to various constraints: avoiding musical dissonance, limiting how many notes can be played simultaneously, and limiting transition speed between chords. These results imply…
Counter reachability games are played by two players on a graph with labelled edges. Each move consists in picking an edge from the current location and adding its label to a counter vector. The objective is to reach a given counter value…
We consider the following modification of annihilation game called node blocking. Given a directed graph, each vertex can be occupied by at most one token. There are two types of tokens, each player can move his type of tokens. The players…
Social networks are increasingly being used to conduct polls. We introduce a simple model of such social polling. We suppose agents vote sequentially, but the order in which agents choose to vote is not necessarily fixed. We also suppose…
We present a new game, Dots & Polygons, played on a planar point set. Players take turns connecting two points, and when a player closes a (simple) polygon, the player scores its area. We show that deciding whether the game can be won from…
In this work, we analyze a sequential game played in a graph called the Multilevel Critical Node problem (MCN). A defender and an attacker are the players of this game. The defender starts by preventively interdicting vertices (vaccination)…
Even after the proposal of various solution algorithms, the precise computational complexity of checking whether a Conditional Temporal Network is Dynamically Controllable had still remained widely open. This issue gets settled in this…
We analyze affine reachability problems in dimensions 1 and 2. We show that the reachability problem for 1-register machines over the integers with affine updates is PSPACE-hard, hence PSPACE-complete, strengthening a result by Finkel et…
Knockout tournaments, also known as single-elimination or cup tournaments, are a popular form of sports competitions. In the standard probabilistic setting, for each pairing of players, one of the players wins the game with a certain (a…
We demonstrate that Col is PSPACE-complete on triangular grid graphs via a reduction from Bounded Two-Player Constraint Logic. This is the most structured graph family that Col is known to be computationally hard for.
This paper studies complexity theoretic aspects of quantum refereed games, which are abstract games between two competing players that send quantum states to a referee, who performs an efficiently implementable joint measurement on the two…
To make a joint decision, agents (or voters) are often required to provide their preferences as linear orders. To determine a winner, the given linear orders can be aggregated according to a voting protocol. However, in realistic settings,…
We study the computational complexity of an important property of simple, regular and weighted games, which is decisiveness. We show that this concept can naturally be represented in the context of hypergraph theory, and that decisiveness…
We define a new, partizan, loopy combinatorial game, Forced-Capture Hnefatafl, similar to Hnefatafl, except that players are forced to make capturing moves when available. We show that this game is PSPACE-hard using a reduction from…
Noncooperative game theory provides a normative framework for analyzing strategic interactions. However, for the toolbox to be operational, the solutions it defines will have to be computed. In this paper, we provide a single reduction that…