Related papers: ARRIVAL: A zero-player graph game in NP $\cap$ coN…
In this paper we study a property of time-dependent graphs, dubbed path ranking invariance. Broadly speaking, a time-dependent graph is path ranking invariant if the ordering of its paths (w.r.t. travel time) is independent of the start…
We study the complexity of problems related to subgame-perfect equilibria (SPEs) in infinite duration non zero-sum multiplayer games played on finite graphs with parity objectives. We present new complexity results that close gaps in the…
Graph games lie at the algorithmic core of many automated design problems in computer science. These are games usually played between two players on a given graph, where the players keep moving a token along the edges according to…
In most of the shortest path problems like vehicle routing problems and network routing problems, we only need an efficient path between two points source and destination, and it is not necessary to calculate the shortest path from source…
In this paper, we present a study of a mobility game with uncertainty in the decision-making of travelers and incorporate prospect theory to model travel behavior. We formulate a mobility game that models how travelers distribute their…
The determination of the computational complexity of multi-agent pathfinding on directed graphs has been an open problem for many years. For undirected graphs, solvability can be decided in polynomial time, as has been shown already in the…
We study stochastic differential games with $N$ players, where interactions are determined by sequences of graphs in which the number of neighbours of each node remains bounded as $N$ grows, such as chain graphs or lattices. Our main goal…
We consider an instance of a nonatomic routing game. We assume that the network is parallel, that is, constituted of only two nodes, an origin and a destination. We consider infinitesimal players that have a symmetric network cost, but are…
A central question in routing games has been to establish conditions for the uniqueness of the equilibrium, either in terms of network topology or in terms of costs. This question is well understood in two classes of routing games. The…
Reachability is the problem of deciding whether there is a path from one vertex to the other in the graph. Standard graph traversal algorithms such as DFS and BFS take linear time to decide reachability however their space complexity is…
A metro-line crossing minimization problem is to draw multiple lines on an underlying graph that models stations and rail tracks so that the number of crossings of lines becomes minimum. It has several variations by adding restrictions on…
Solving parity games is a major building block for numerous applications in reactive program verification and synthesis. While they can be solved efficiently in practice, no known approach has a polynomial worst-case runtime complexity. We…
We introduce a discrete-time search game, in which two players compete to find an object first. The object moves according to a time-varying Markov chain on finitely many states. The players know the Markov chain and the initial probability…
Consider a very simple class of (finite) games: after an initial move by nature, each player makes one move. Moreover, the players have common interests: at each node, all the players get the same payoff. We show that the problem of…
The paper introduces two player connectivity games played on finite bipartite graphs. Algorithms that solve these connectivity games can be used as subroutines for solving M\"uller games. M\"uller games constitute a well established class…
The qubit routing problem, also known as the swap minimization problem, is a (classical) combinatorial optimization problem that arises in the design of compilers of quantum programs. We study the qubit routing problem from the viewpoint of…
The game subset take-away begins with a simplicial complex \Delta. Two players take turns removing any element of \Delta as well as all other elements which contain it, and the last player able to move wins. Graph Chomp is a special case of…
Consider planning a trip in a train network. In contrast to, say, a road network, the edges are temporal, i.e., they are only available at certain times. Another important difficulty is that trains, unfortunately, sometimes get delayed.…
Fay, Hurlbert and Tennant recently introduced a one-player game on a finite connected graph $G$, which they called cup stacking. Stacks of cups are placed at the vertices of $G$, and are transferred between vertices via stacking moves,…
The \textsc{Housing Market} problem is a widely studied resource allocation problem. In this problem, each agent can only receive a single object and has preferences over all objects. Starting from an initial endowment, we want to reach a…