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A Sudoku puzzle often has a regular pattern in the arrangement of initial digits and it is typically made solvable with known solving techniques, called strategies. In this paper, we consider the problem of generating such Sudoku instances.…
We develop new polynomial methods for studying systems of word equations. We use them to improve some earlier results and to analyze how sizes of systems of word equations satisfying certain independence properties depend on the lengths of…
We design a distributed algorithm to seek generalized Nash equilibria of a robust game with uncertain coupled constraints. Due to the uncertainty of parameters in set constraints, we aim to find a generalized Nash equilibrium in the worst…
The recent proliferation of richly structured probabilistic models raises the question of how to automatically determine an appropriate model for a dataset. We investigate this question for a space of matrix decomposition models which can…
We examine a type of modified Monte Carlo Tree Search (MCTS) for strategising in combinatorial games. The modifications are derived by analysing simplified strategies and simplified versions of the underlying game and then using the results…
Many machine learning algorithms represent input data with vector embeddings or discrete codes. When inputs exhibit compositional structure (e.g. objects built from parts or procedures from subroutines), it is natural to ask whether this…
In trick-taking card games, a two-step process of state sampling and evaluation is widely used to approximate move values. While the evaluation component is vital, the accuracy of move value estimates is also fundamentally linked to how…
Machine playtesting tools and game moment search engines require exposure to the diversity of a game's state space if they are to report on or index the most interesting moments of possible play. Meanwhile, mobile app distribution services…
We introduce a generalization of "Solo Chess", a single-player variant of the game that can be played on chess.com. The standard version of the game is played on a regular 8 x 8 chessboard by a single player, with only white pieces, using…
We recast move generators for solving board games as operations on compressed sets of strings. We aim for compressed representations with space sublinear in the number of game positions for interesting sets of positions, move generation in…
We study the problem of checking for the existence of constrained pure Nash equilibria in a subclass of polymatrix games defined on weighted directed graphs. The payoff of a player is defined as the sum of nonnegative rational weights on…
Mechanical shufflers used in many casinos employ a card shuffling scheme called \emph{shelf shuffling}. In a single-shelf shuffling, cards arrive sequentially, and each incoming card is independently placed on the top or the bottom of a…
The emergence of academic search engines (Google Scholar and Microsoft Academic Search essentially) has revived and increased the interest in the size of the academic web, since their aspiration is to index the entirety of current academic…
We consider systems of word equations and their solution sets. We discuss some fascinating properties of those, namely the size of a maximal independent set of word equations, and proper chains of solution sets of those. We recall the basic…
Automated game design is the problem of automatically producing games through computational processes. Traditionally, these methods have relied on the authoring of search spaces by a designer, defining the space of all possible games for…
We investigate the problem of equilibrium computation for "large" $n$-player games. Large games have a Lipschitz-type property that no single player's utility is greatly affected by any other individual player's actions. In this paper, we…
This paper demonstrates the use of genetic algorithms for evolving: 1) a grandmaster-level evaluation function, and 2) a search mechanism for a chess program, the parameter values of which are initialized randomly. The evaluation function…
The Parks Puzzle is a paper-and-pencil puzzle game that is classically played on a square grid with different colored regions (the parks). The player needs to place a certain number of "trees" in each row, column, and park such that none…
We study a family of sorting match puzzles on grids, which we call permutation match puzzles. In this puzzle, each row and column of a $n \times n$ grid is labeled with an ordering constraint -- ascending (A) or descending (D) -- and the…
In a classical chess round-robin tournament, each of $n$ players wins, draws, or loses a game against each of the other $n-1$ players. A win rewards a player with 1 points, a draw with 1/2 point, and a loss with 0 points. We are interested…