Related papers: Time-Space Tradeoffs for the Memory Game
We consider the following game. A deck with $m$ copies of each of $n$ distinct cards is shuffled in a perfectly random way. The Guesser sequentially guesses the card from top to bottom. After each guess, the Guesser is informed whether the…
A constant-workspace algorithm has read-only access to an input array and may use only O(1) additional words of $O(\log n)$ bits, where $n$ is the size of the input. We assume that a simple $n$-gon is given by the ordered sequence of its…
The stable marriage problem, as addressed by Gale and Shapely [1] consists of providing a bipartite matching between n " boys " and n " girls "-each of whom have a totally ordered preference list over the other set-such that there exists no…
Two-player (antagonistic) games on (possibly stochastic) graphs are a prevalent model in theoretical computer science, notably as a framework for reactive synthesis. Optimal strategies may require randomisation when dealing with inherently…
An active line of research has considered games played on networks in which payoffs depend on both a player's individual decision and also the decisions of her neighbors. Such games have been used to model issues including the formation of…
Let $S$ be a planar $n$-point set. A triangulation for $S$ is a maximal plane straight-line graph with vertex set $S$. The Voronoi diagram for $S$ is the subdivision of the plane into cells such that all points in a cell have the same…
We consider a card guessing game with complete feedback. A ordered deck of n cards labeled 1 up to n is riffle-shuffled exactly one time. Then, the goal of the game is to maximize the number of correct guesses of the cards, where one after…
We study a combinatorial game derived from a problem in the German National Mathematics Competition. In this game, two players take turns removing numbers from a finite set of natural numbers, aiming to satisfy a certain divisibility…
In increasingly different contexts, it happens that a human player has to interact with artificial players who make decisions following decision-making algorithms. How should the human player play against these algorithms to maximize his…
Adversarial Patrolling games form a subclass of Security games where a Defender moves between locations, guarding vulnerable targets. The main algorithmic problem is constructing a strategy for the Defender that minimizes the worst damage…
We present a self-stabilizing algorithm for the (asynchronous) unison problem which achieves an efficient trade-off between time, workload, and space in a weak model. Precisely, our algorithm is defined in the atomic-state model and works…
In simple card games, cards are dealt one at a time and the player guesses each card sequentially. We study problems where feedback (e.g. correct/incorrect) is given after each guess. For decks with repeated values (as in blackjack where…
We consider finite-state Markov decision processes with the combined Energy-MeanPayoff objective. The controller tries to avoid running out of energy while simultaneously attaining a strictly positive mean payoff in a second dimension. We…
Computing the winning set for B{\"u}chi objectives in alternating games on graphs is a central problem in computer aided verification with a large number of applications. The long standing best known upper bound for solving the problem is…
Small Progress Measures is one of the classical parity game solving algorithms. For games with n vertices, m edges and d different priorities, the original algorithm computes the winning regions and a winning strategy for one of the players…
We study two-player zero-sum games over infinite-state graphs with boundedness conditions. Our first contribution is about the strategy complexity, i.e the memory required for winning strategies: we prove that over general infinite-state…
Solutions to multi-objective optimization problems can generally not be compared or ordered, due to the lack of orderability of the single objectives. Furthermore, decision-makers are often made to believe that scaled objectives can be…
We study deterministic games of infinite duration played on graphs and focus on the strategy complexity of quantitative objectives. Such games are known to admit optimal memoryless strategies over finite graphs, but require infinite-memory…
Simple stochastic games are turn-based 2.5-player zero-sum graph games with a reachability objective. The problem is to compute the winning probability as well as the optimal strategies of both players. In this paper, we compare the three…
We study the problem of finding equilibrium strategies in multi-agent games with incomplete payoff information, where the payoff matrices are only known to the players up to some bounded uncertainty sets. In such games, an ex-post…