Related papers: Time-Space Tradeoffs for the Memory Game
We consider time-space tradeoffs for exactly computing frequency moments and order statistics over sliding windows. Given an input of length 2n-1, the task is to output the function of each window of length n, giving n outputs in total.…
In this paper the results of a simulation of a prisoner's dilemma robin-round tournament are presented. In the tournament each participating strategy plays an iterated prisoner's dilemma against each other strategy (round-robin) and as a…
We develop an extension of recently developed methods for obtaining time-space tradeoff lower bounds for problems of learning from random test samples to handle the situation where the space of tests is signficantly smaller than the space…
We study infinite two-player win/lose games $(A,B,W)$ where $A,B$ are finite and $W \subseteq (A \times B)^\omega$. At each round Player 1 and Player 2 concurrently choose one action in $A$ and $B$, respectively. Player 1 wins iff the…
In mean-payoff games, the objective of the protagonist is to ensure that the limit average of an infinite sequence of numeric weights is nonnegative. In energy games, the objective is to ensure that the running sum of weights is always…
Repeated games have provided an explanation how mutual cooperation can be achieved even if defection is more favorable in a one-shot game in prisoner's dilemma situation. Recently found zero-determinant strategies have substantially been…
We study countably infinite stochastic 2-player games with reachability objectives. Our results provide a complete picture of the memory requirements of $\varepsilon$-optimal (resp. optimal) strategies. These results depend on the size of…
We consider an extension of the classical Total Store Order (TSO) semantics by expanding it to turn-based 2-player safety games. During her turn, a player can select any of the communicating processes and perform its next transition. We…
Two-player games on graphs is central in many problems in formal verification and program analysis such as synthesis and verification of open systems. In this work we consider solving recursive game graphs (or pushdown game graphs) that can…
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…
We study the problem of finding $K$ collision pairs in a random function $f : [N] \rightarrow [N]$ by using a quantum computer. We prove that the number of queries to the function in the quantum random oracle model must increase…
Consider a two-person zero-sum search game between a hider and a searcher. The hider hides among $n$ discrete locations, and the searcher successively visits individual locations until finding the hider. Known to both players, a search at…
Multi-dimensional mean-payoff and energy games provide the mathematical foundation for the quantitative study of reactive systems, and play a central role in the emerging quantitative theory of verification and synthesis. In this work, we…
We introduce a two-player model of reinforcement learning with memory. Past actions of an iterated game are stored in a memory and used to determine player's next action. To examine the behaviour of the model some approximate methods are…
Mirror games were invented by Garg and Schnieder (ITCS 2019). Alice and Bob take turns (with Alice playing first) in declaring numbers from the set {1,2, ...2n}. If a player picks a number that was previously played, that player loses and…
We consider games played on the transtion graph of concurrent programs running under the Total Store Order (TSO) weak memory model. Games are frequently used to model the interaction between a system and its environment, in this case…
A deck of $n$ cards is shuffled by repeatedly moving the top card to one of the bottom $k_n$ positions uniformly at random. We give upper and lower bounds on the total variation mixing time for this shuffle as $k_n$ ranges from a constant…
Consider the following method of card shuffling. Start with a deck of $N$ cards numbered 1 through N. Fix a parameter $p$ between 0 and 1. In this model a ``shuffle'' consists of uniformly selecting a pair of adjacent cards and then…
For decades, two-player (antagonistic) games on graphs have been a framework of choice for many important problems in theoretical computer science. A notorious one is controller synthesis, which can be rephrased through the game-theoretic…
The theory of direct reciprocity explores how individuals cooperate when they interact repeatedly. In repeated interactions, individuals can condition their behaviour on what happened earlier. One prominent example of a conditional strategy…