Related papers: Large Peg-Army Maneuvers
Modern AAA video games feature huge game levels and maps which are increasingly hard for level testers to cover exhaustively. As a result, games often ship with catastrophic bugs such as the player falling through the floor or being stuck…
Creating robots that can perform general-purpose service tasks in a human-populated environment has been a longstanding grand challenge for AI and Robotics research. One particularly valuable skill that is relevant to a wide variety of…
We study a popular puzzle game known variously as Clickomania and Same Game. Basically, a rectangular grid of blocks is initially colored with some number of colors, and the player repeatedly removes a chosen connected monochromatic group…
We study computational problems arising from the iterated removal of weakly dominated actions in anonymous games. Our main result shows that it is NP-complete to decide whether an anonymous game with three actions can be solved via iterated…
We propose a continuous version of the classical Gale--Berlekamp switching game. We also study a weighted version of this new continuous game. The main results of this paper concern growth estimates for the corresponding optimization…
We build a general theory for characterizing the computational complexity of motion planning of robot(s) through a graph of "gadgets", where each gadget has its own state defining a set of allowed traversals which in turn modify the…
We give a simple proof of that determining solvability of Shisen-Sho boards is NP-complete. Furthermore, we show that under realistic assumptions, one can compute in logarithmic time if two tiles form a playable pair. We combine an…
We introduce a one-person game that we call Padlock Solitaire which resembles the well-known clock solitaire card game. Analyzing variants of this game we obtain simple proofs of some classical results of combinatorics including ballot…
While Artificial Intelligence has successfully outperformed humans in complex combinatorial games (such as chess and checkers), humans have retained their supremacy in social interactions that require intuition and adaptation, such as…
When modeling robot interactions as Nash equilibrium problems, it is desirable to place coupled constraints which restrict these interactions to be safe and acceptable (for instance, to avoid collisions). Such games are continuous with…
In the recently introduced topological distance games, strategic agents need to be assigned to a subset of vertices of a topology. In the assignment, the utility of an agent depends on both the agent's inherent utilities for other agents…
In this work we present a hierarchical framework for solving discrete stochastic pursuit-evasion games (PEGs) in large grid worlds. With a partition of the grid world into superstates (e.g., "rooms"), the proposed approach creates a…
Aggression is a two-player game of troop placement and attack played on a map (modeled as a graph). Players take turns deploying troops on a territory (a vertex on the graph) until they run out. Once all troops are placed, players take…
We study three problems related to the computational complexity of the popular game Minesweeper. The first is consistency: given a set of clues, is there any arrangement of mines that satisfies it? This problem has been known to be…
Motivated by the sequence form formulation of Koller et al. (GEB'96), this paper defines {\em bilinear games}, and proposes efficient algorithms for its rank based subclasses. Bilinear games are two-player non-cooperative single-shot games…
Two-player games on graphs is central in many problems in formal verification and program analysis such as synthesis and verification of open systems. In this work we consider solving recursive game graphs (or pushdown game graphs) that can…
In the Binary Networked Public Goods game, every player needs to decide if she participates in a public project whose utility is shared equally by the community. We study the problem of deciding if there exists a pure strategy Nash…
Temporal graphs extend ordinary graphs with discrete time that affects the availability of edges. We consider solving games played on temporal graphs where one player aims to explore the graph, i.e., visit all vertices. The complexity…
The achievement of common goals through voluntary efforts of members of a group can be challenged by the high temptation of individual defection. Here, two-person one-goal assurance games are generalized to N-person, M-goal achievement…
We consider a scheduling game on parallel related machines, in which jobs try to minimize their completion time by choosing a machine to be processed on. Each machine uses an individual priority list to decide on the order according to…