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We prove the existence and computability of optimal strategies in weighted limit games, zero-sum infinite-duration games with a B\"uchi-style winning condition requiring to produce infinitely many play prefixes that satisfy a given regular…
We study the problem of executing an application represented by a precedence task graph on a parallel machine composed of standard computing cores and accelerators. Contrary to most existing approaches, we distinguish the allocation and the…
This paper introduces an efficient $\mathcal{O}(n)$ compute and memory complexity algorithm for globally optimal path planning on 2D Cartesian grids. Unlike existing marching methods that rely on approximate discretized solutions to the…
In this paper, we present a fast algorithm for constructing a concept (Galois) lattice of a binary relation, including computing all concepts and their lattice order. We also present two efficient variants of the algorithm, one for…
A universal and fault tolerant scheme for quantum computation is proposed which utilizes a class of error correcting codes that is based on the detection of spontaneous emission (of, e.g., photons, phonons, and ripplons). The scheme is…
We present multilinear and mixed-integer multilinear programs to find a Nash equilibrium in multi-player noncooperative games. We compare the formulations to common algorithms in Gambit, and conclude that a multilinear feasibility program…
Synthesis of finite-state controllers from high-level specifications in multi-agent systems can be reduced to solving multi-player concurrent games over finite graphs. The complexity of solving such games with qualitative objectives for…
We present an algorithm for computing evolutionarily stable strategies (ESSs) in symmetric perfect-recall extensive-form games of imperfect information. Our main algorithm is for two-player games, and we describe how it can be extended to…
Two-player complete-information game trees are perhaps the simplest possible setting for studying general-sum games and the computational problem of finding equilibria. These games admit a simple bottom-up algorithm for finding subgame…
In this article we propose a game-theoretic approach to the multi-robot task allocation problem using the framework of global games. Each task is associated with a global signal, a real-valued number that captures the task execution…
We consider the sequential allocation of $m$ balls (jobs) into $n$ bins (servers) by allowing each ball to choose from some bins sampled uniformly at random. The goal is to maintain a small gap between the maximum load and the average load.…
Self-play via online learning is one of the premier ways to solve large-scale two-player zero-sum games, both in theory and practice. Particularly popular algorithms include optimistic multiplicative weights update (OMWU) and optimistic…
The paper proposes a new algorithm for solving global univariate optimization problems. The algorithm does not require convexity of the target function. For a broad variety of target functions after performing (if necessary) several…
We prove the existence and computability of optimal strategies in weighted limit games, zero-sum infinite-duration games with a B\"uchi-style winning condition requiring to produce infinitely many play prefixes that satisfy a given regular…
This paper is an exposition of algorithms for finding one or all equilibria of a bimatrix game (a two-player game in strategic form) in the style of a chapter in a graduate textbook. Using labeled "best-response polytopes", we present the…
Fictitious play is an algorithm for computing Nash equilibria of matrix games. Recently, machine learning variants of fictitious play have been successfully applied to complicated real-world games. This paper presents a simple modification…
We present a simulation algorithm that accurately propagates a molecule pair using large time steps without the need to invoke the full exact analytical solutions of the Smoluchowski diffusion equation. Because the proposed method only uses…
We describe the GPU implementation of shifted or multimass iterative solvers for sparse linear systems of the sort encountered in lattice gauge theory. We provide a generic tool that can be used by those without GPU programming experience…
We present a general technique, based on a primal-dual formulation, for analyzing the quality of self-emerging solutions in weighted congestion games. With respect to traditional combinatorial approaches, the primal-dual schema has at least…
We present a new algorithm to quickly generate high-performance GPU implementations of complex imaging and vision pipelines, directly from high-level Halide algorithm code. It is fully automatic, requiring no schedule templates or…