Related papers: On the Query Complexity of Black-Peg AB-Mastermind
We investigate the interrelation between graph searching games and games with imperfect information. As key consequence we obtain that parity games with bounded imperfect information can be solved in PTIME on graphs of bounded DAG-width…
This paper studies the complexity of solving two classes of non-cooperative games in a distributed manner in which the players communicate with a set of system nodes over noisy communication channels. The complexity of solving each game…
We study the problem of adapting to a known sub-rational opponent during online play while remaining robust to rational opponents. We focus on large imperfect-information (zero-sum) games, which makes it impossible to inspect the whole game…
We study in depth the class of games with opacity condition, which are two-player games with imperfect information in which one of the players only has imperfect information, and where the winning condition relies on the information he has…
We consider some biased Maker-Breaker games. Starting with the complete $k$-uniform hypergraph on $n$ vertices, at each turn Maker claims one edge, and then Breaker claims $b$ edges. Maker's goal is to obtain a set of edges having some…
Challenge the champ tournaments are one of the simplest forms of competition, where a (initially selected) champ is repeatedly challenged by other players. If a player beats the champ, then that player is considered the new (current) champ.…
In collective tree exploration, a team of $k$ mobile agents is tasked to go through all edges of an unknown tree as fast as possible. An edge of the tree is revealed to the team when one agent becomes adjacent to that edge. The agents start…
Online learning algorithms that minimize regret provide strong guarantees in situations that involve repeatedly making decisions in an uncertain environment, e.g. a driver deciding what route to drive to work every day. While regret…
In a two-player zero-sum graph game, the players move a token throughout a graph to produce an infinite play, which determines the winner of the game. Bidding games are graph games in which in each turn, an auction (bidding) determines…
We consider the following game that has been used as a way of testing claims of extrasensory perception (ESP). One is given a deck of $mn$ cards comprised of $n$ distinct types each of which appears exactly $m$ times: this deck is shuffled…
Zero-sum asymmetric games model decision making scenarios involving two competing players who have different information about the game being played. A particular case is that of nested information, where one (informed) player has superior…
A tournament graph is a complete directed graph, which can be used to model a round-robin tournament between $n$ players. In this paper, we address the problem of finding a champion of the tournament, also known as Copeland winner, which is…
We study the one-way number-on-the-forehead (NOF) communication complexity of the $k$-layer pointer jumping problem with $n$ vertices per layer. This classic problem, which has connections to many aspects of complexity theory, has seen a…
The localization game is a variant of the game of Cops and Robber in which the robber is invisible and moves between adjacent vertices, but the cops can probe any $k$ vertices of the graph to obtain the distance between probed vertices and…
We analyze the following version of the deterministic \hats game. We have a graph $G$, and a sage resides at each vertex of $G$. When the game starts, an adversary puts on the head of each sage a hat of a color arbitrarily chosen from a set…
The k-means algorithm is a well-known method for partitioning n points that lie in the d-dimensional space into k clusters. Its main features are simplicity and speed in practice. Theoretically, however, the best known upper bound on its…
The classical Maker-Breaker positional game is played on a board which is a hypergraph $\mathcal{H}$, with two players, Maker and Breaker, alternately claiming vertices of $\mathcal{H}$ until all the vertices are claimed. When the game…
Adversarial multiplayer games are an important object of study in multiagent learning. In particular, polymatrix zero-sum games are a multiplayer setting where Nash equilibria are known to be efficiently computable. Towards understanding…
Bridge is a trick-taking card game requiring the ability to evaluate probabilities since it is a game of incomplete information where each player only sees its cards. In order to choose a strategy, a player needs to gather information about…
From the very dawn of the field, search with value functions was a fundamental concept of computer games research. Turing's chess algorithm from 1950 was able to think two moves ahead, and Shannon's work on chess from $1950$ includes an…