Related papers: On the Complexity of Connection Games
We study multiplayer quantitative reachability games played on a finite directed graph, where the objective of each player is to reach his target set of vertices as quickly as possible. Instead of the well-known notion of Nash equilibrium…
We analyze the computational complexity of two 2-player games involving packing objects into a box. In the first game, players alternate drawing polycubes from a shared pile and placing them into an initially empty box in any available…
A graph class is hereditary if it is closed under vertex deletion. We give examples of NP-hard, PSPACE-complete and NEXPTIME-complete problems that become constant-time solvable for every hereditary graph class that is not equal to the…
We propose a general class of symmetric games called position-optimization games. Given a probability distribution $Q$ over a set of targets $\mathcal{Y}$, the $n$ players each choose a position in a space $\mathcal{X}$. A player's utility…
We study the biased $(2:b)$ Walker--Breaker games, played on the edge set of the complete graph on $n$ vertices, $K_n$. These games are a variant of the Maker--Breaker games with the restriction that Walker (playing the role of Maker) has…
We investigate Spohn curves, the algebro-geometric models of totally mixed dependency equilibria for $2 \times 2$ normal-form games. These curves arise as the intersection of two quadrics in $\mathbb{P}^3$ and are generically elliptic…
Congestion games are a classical type of games studied in game theory, in which n players choose a resource, and their individual cost increases with the number of other players choosing the same resource. In network congestion games…
We formulate a conjecture from graph theory that is equivalent to Nash-solvability of the finite two-person shortest path games with positive local costs. For the three-person games such conjecture fails.
We establish relationships between various topological selection games involving the space of minimal usco maps with various topologies, including the topology of pointwise convergence and the topology of uniform convergence on compact…
In this paper, the author puts forward a variation of Feige's Hypothesis, which claims that it is hard on average refuting Unbalanced Max 3-XOR under biased assignments on a natural distribution. Under this hypothesis, the author…
We begin by reviewing and proving the basic facts of combinatorial game theory. We then consider scoring games (also known as Milnor games or positional games), focusing on the "fixed-length" games for which all sequences of play terminate…
We study a combinatorial problem called Minimum Maximal Matching, where we are asked to find in a general graph the smallest that can not be extended. We show that this problem is hard to approximate with a constant smaller than 2, assuming…
We study the typical structure of games in terms of their connectivity properties. A game is said to be `connected' if it has a pure Nash equilibrium and the property that there is a best-response path from every action profile which is not…
In the Token Swapping problem we are given a graph with a token placed on each vertex. Each token has exactly one destination vertex, and we try to move all the tokens to their destinations, using the minimum number of swaps, i.e.,…
Simple games cover voting systems in which a single alternative, such as a bill or an amendment, is pitted against the status quo. A simple game or a yes-no voting system is a set of rules that specifies exactly which collections of ``yea''…
A general position set of a graph $G$ is a set of vertices $S$ in $G$ such that no three vertices from $S$ lie on a common shortest path. In this paper we introduce and study the general position achievement game. The game is played on a…
We study the complexity of the Hitting Set problem in set systems (hypergraphs) that avoid certain sub-structures. In particular, we characterize the classical and parameterized complexity of the problem when the Vapnik-Chervonenkis…
We show that the quantum query complexity of evaluating NAND-tree instances with average choice complexity at most $W$ is $O(W)$, where average choice complexity is a measure of the difficulty of winning the associated two-player game. This…
We prove that finding an epsilon-Nash equilibrium in a succinctly representable game with many players is PPAD-hard for constant epsilon. Our proof uses succinct games, i.e. games whose payoff function is represented by a circuit. Our…
Winning sets of Schmidt's game enjoy a remarkable rigidity. Therefore, this game (and modifications of it) have been applied to many examples of complete metric spaces (X, d) to show that the set of "badly approximable points", with respect…