Related papers: Star Height via Games
The star height hierarchy (resp. the variable hierarchy) results in classifying $\mu$-terms into classes according to the nested depth of fixed point operators (resp. to the number of bound variables). We prove, under some assumptions, that…
We consider a randomized algorithm for the unique games problem, using independent multinomial probabilities to assign labels to the vertices of a graph. The expected value of the solution obtained by the algorithm is expressed as a…
We present a new algorithm for estimating the star discrepancy of arbitrary point sets. Similar to the algorithm for discrepancy approximation of Winker and Fang [SIAM J. Numer. Anal. 34 (1997), 2028--2042] it is based on the optimization…
We construct an algorithm for solving the following problem: given a number field $K$, a positive integer $N$, and a positive real number $B$, determine all points in $\mathbb P^N(K)$ having relative height at most $B$. A theoretical…
This work addresses the classic machine learning problem of online prediction with expert advice. We consider the finite-horizon version of this zero-sum, two-person game. Using verification arguments from optimal control theory, we view…
We consider chance-constrained problems with discrete random distribution. We aim for problems with a large number of scenarios. We propose a novel method based on the stochastic gradient descent method which performs updates of the…
Simple stochastic games are two-player zero-sum stochastic games with turn-based moves, perfect information, and reachability winning conditions. We present two new algorithms computing the values of simple stochastic games. Both of them…
We prove an n-EXPTIME lower bound for the problem of deciding the winner in a reachability game on Higher Order Pushdown Automata (HPDA) of level n. This bound matches the known upper bound for parity games on HPDA. As a consequence the…
Simple stochastic games are turn-based 2.5-player games with a reachability objective. The basic question asks whether one player can ensure reaching a given target with at least a given probability. A natural extension is games with a…
This paper investigates a class of games with large strategy spaces, motivated by challenges in AI alignment and language games. We introduce the hidden game problem, where for each player, an unknown subset of strategies consistently…
This paper presents a new lower bound for the discrete strategy improvement algorithm for solving parity games due to Voege and Jurdziski. First, we informally show which structures are difficult to solve for the algorithm. Second, we…
Infinite games (in the form of Gale-Stewart games) are studied where a play is a sequence of natural numbers chosen by two players in alternation, the winning condition being a subset of the Baire space $\omega^\omega$. We consider such…
We refine existing general network optimization techniques, give new characterizations for the class of problems to which they can be applied, and show that they can also be used to solve various two-player games in almost linear time.…
We consider concurrent games played on graphs. At every round of a game, each player simultaneously and independently selects a move; the moves jointly determine the transition to a successor state. Two basic objectives are the safety…
Min-max optimization problems (i.e., min-max games) have attracted a great deal of attention recently as their applicability to a wide range of machine learning problems has become evident. In this paper, we study min-max games with…
This paper investigates stochastic generalized dynamic games with coupling chance constraints, where agents have incomplete information about uncertainties satisfying a concentration of measure property. This problem, in general, is…
Game balancing is an important part of the (computer) game design process, in which designers adapt a game prototype so that the resulting gameplay is as entertaining as possible. In industry, the evaluation of a game is often based on…
We propose a continuous version of the classical Gale--Berlekamp switching game. We also study a weighted version of this new continuous game. The main results of this paper concern growth estimates for the corresponding optimization…
Two standard algorithms for approximately solving two-player zero-sum concurrent reachability games are value iteration and strategy iteration. We prove upper and lower bounds of 2^(m^(Theta(N))) on the worst case number of iterations…
The containment game is a full information game for two players, initialised with a set of occupied vertices in an infinite connected graph $G$. On the $t$-th turn, the first player, called Spreader, extends the occupied set to $g(t)$…