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This paper initiates the study of a class of entangled games, mono-state games, denoted by $(G,\psi)$, where $G$ is a two-player one-round game and $\psi$ is a bipartite state independent of the game $G$. In the mono-state game $(G,\psi)$,…
We introduce a three-player nonlocal game, with a finite number of classical questions and answers, such that the optimal success probability of $1$ in the game can only be achieved in the limit of strategies using arbitrarily…
The present work aims to give a unity of logic via standard sequential, unpolarized games. Specifically, our vision is that there must be mathematically precise concepts of linear refinement and intuitionistic restriction of logic such that…
Dull, weak and nested solitaire games are important classes of parity games, capturing, among others, alternation-free mu-calculus and ECTL* model checking problems. These classes can be solved in polynomial time using dedicated algorithms.…
We study robust Markov decision processes (RMDPs) with non-rectangular uncertainty sets, which capture interdependencies across states unlike traditional rectangular models. While non-rectangular robust policy evaluation is generally…
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…
LLM self-play algorithms are notable in that, in principle, nothing bounds their learning: a Conjecturer model creates problems for a Solver, and both improve together. However, in practice, existing LLM self-play methods do not scale well…
Hirschfeldt and Jockusch (2016) introduced a two-player game in which winning strategies for one or the other player precisely correspond to implications and non-implications between $\Pi^1_2$ principles over $\omega$-models of…
We introduce a variant of PCPs, that we refer to as rectangular PCPs, wherein proofs are thought of as square matrices, and the random coins used by the verifier can be partitioned into two disjoint sets, one determining the row of each…
Rigidity Percolation is a crucial framework for describing rigidity transitions in amorphous systems. We present a new, efficient algorithm to study central-force Rigidity Percolation in two dimensions. This algorithm combines the Pebble…
We present a device independent quantum secret sharing scheme in arbitrary even dimension. We propose a $d$-dimensional $N$-partite linear game, utilizing a generic multipartite higher dimensional Bell inequality, a generalization of…
Correlated equilibria are a fundamental solution concept in game theory. However, despite decades of research, the complexity beyond games of polynomial type -- such as extensive-form games, congestion or routing games, and more broadly…
The takeoff point for this paper is the voluminous body of literature addressing recursive betting games with expected logarithmic growth of wealth being the performance criterion. Whereas almost all existing papers involve use of linear…
We show that the tensor product of two random linear codes is robustly testable with high probability. This implies that one can obtain pairs of linear codes such that their product and the product of their dual codes are simultaneously…
This paper introduces a novel algorithm for two-player deterministic games with perfect information, which we call PROBS (Predict Results of Beam Search). Unlike existing methods that predominantly rely on Monte Carlo Tree Search (MCTS) for…
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…
The last decade has seen a revival of interest in pebble games in the context of proof complexity. Pebbling has proven a useful tool for studying resolution-based proof systems when comparing the strength of different subsystems, showing…
An approximation algorithm for a constraint satisfaction problem is called robust if it outputs an assignment satisfying a $(1 - f(\epsilon))$-fraction of the constraints on any $(1-\epsilon)$-satisfiable instance, where the loss function…
We study strategic games on weighted directed graphs, in which the payoff of a player is defined as the sum of the weights on the edges from players who chose the same strategy, augmented by a fixed non-negative integer bonus for picking a…
This paper investigates the strategy game So Long Sucker (SLS) as a novel benchmark for multi-agent reinforcement learning (MARL). Unlike traditional board or video game testbeds, SLS is distinguished by its coalition formation, strategic…