Related papers: Parity Games, Imperfect Information and Structural…
We consider planning problems for graphs, Markov decision processes (MDPs), and games on graphs. While graphs represent the most basic planning model, MDPs represent interaction with nature and games on graphs represent interaction with an…
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…
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…
In imperfect information games, the evaluation of a game state not only depends on the observable world but also relies on hidden parts of the environment. As accessing the obstructed information trivialises state evaluations, one approach…
In imperfect-information games, the optimal strategy in a subgame may depend on the strategy in other, unreached subgames. Thus a subgame cannot be solved in isolation and must instead consider the strategy for the entire game as a whole,…
This paper investigates the problems arising in the construction of a program to play the game of contract bridge. These problems include both the difficulty of solving the game's perfect information variant, and techniques needed to…
We propose a class of two person perfect information games based on weighted graphs. One of these games can be described in terms of a round pizza which is cut radially into pieces of varying size. The two players alternately take pieces…
We consider two-player games played in real time on game structures with clocks and parity objectives. The games are concurrent in that at each turn, both players independently propose a time delay and an action, and the action with the…
We consider two-player games played in real time on game structures with clocks where the objectives of players are described using parity conditions. The games are \emph{concurrent} in that at each turn, both players independently propose…
Combinatorial games lead to several interesting, clean problems in algorithms and complexity theory, many of which remain open. The purpose of this paper is to provide an overview of the area to encourage further research. In particular, we…
With increasing game size, a problem of computational complexity arises. This is especially true in real world problems such as in social systems, where there is a significant population of players involved in the game, and the complexity…
We define new graph parameters, called flip-width, that generalize treewidth, degeneracy, and generalized coloring numbers for sparse graphs, and clique-width and twin-width for dense graphs. The flip-width parameters are defined using…
In the matching interdiction problem, we are given an undirected graph with weights and interdiction costs on the edges and seek to remove a subset of the edges constrained to some budget, such that the weight of a maximum weight matching…
A resolving set $S$ of a graph $G$ is a subset of its vertices such that no two vertices of $G$ have the same distance vector to $S$. The Metric Dimension problem asks for a resolving set of minimum size, and in its decision form, a…
We focus on adversarial patrolling games on arbitrary graphs, where the Defender can control a mobile resource, the targets are alarmed by an alarm system, and the Attacker can observe the actions of the mobile resource of the Defender and…
We prove a theorem computing the number of solutions to a system of equations which is generic subject to the sparsity conditions embodied in a graph. We apply this theorem to games obeying graphical models and to extensive-form games. We…
We study a model of games that combines concurrency, imperfect information and stochastic aspects. Those are finite states games in which, at each round, the two players choose, simultaneously and independently, an action. Then a successor…
We consider extensive games with perfect information with well-founded game trees and study the problems of existence and of characterization of the sets of subgame perfect equilibria in these games. We also provide such characterizations…
We study the extent to which it is possible to approximate the optimal value of a Unique Games instance in Fixed-Point Logic with Counting (FPC). Formally, we prove lower bounds against the accuracy of FPC-interpretations that map Unique…
Blackwell games are infinite games of imperfect information. The two players simultaneously make their moves, and are then informed of each other's moves. Payoff is determined by a Borel measurable function $f$ on the set of possible…