Related papers: Computational Complexity of Generalized Push Fight
We study the complexity of the popular one player combinatorial game known as Flood-It. In this game the player is given an n by n board of tiles where each tile is allocated one of c colours. The goal is to make the colours of all tiles…
A simple game $(N,v)$ is given by a set $N$ of $n$ players and a partition of $2^N$ into a set $\mathcal{L}$ of losing coalitions $L$ with value $v(L)=0$ that is closed under taking subsets and a set $\mathcal{W}$ of winning coalitions $W$…
Voting is a simple mechanism to aggregate the preferences of agents. Many voting rules have been shown to be NP-hard to manipulate. However, a number of recent theoretical results suggest that this complexity may only be in the worst-case…
We are going to show that some variants of a puzzle called Pull in which the boxes have handles (i.e. we can only pull the boxes in certain directions) are NP-hard
We study the parameterized complexity of several positional games. Our main result is that Short Generalized Hex is W[1]-complete parameterized by the number of moves. This solves an open problem from Downey and Fellows' influential list of…
Temporal graphs extend ordinary graphs with discrete time that affects the availability of edges. We consider solving games played on temporal graphs where one player aims to explore the graph, i.e., visit all vertices. The complexity…
Temporal graphs are a popular modelling mechanism for dynamic complex systems that extend ordinary graphs with discrete time. Simply put, time progresses one unit per step and the availability of edges can change with time. We consider the…
We consider the computational complexity of Hearthstone which is a popular online CCG (collectible card game). We reduce a PSPACE-complete problem, the partition game, to perfect information Hearthstone in which there is no hidden…
We introduce Shortest Connection Game, a two-player game played on a directed graph with edge costs. Given two designated vertices in which they start, the players take turns in choosing edges emanating from the vertex they are currently…
Moves in chess games are usually analyzed on a case-by-case basis by professional players, but thanks to the availability of large game databases, we can envision another approach of the game. Here, we indeed adopt a very different point of…
Weighted voting games are a popular class of coalitional games that are widely used to model real-life situations of decision-making. They can be applied, for instance, to analyze legislative processes in parliaments or voting in corporate…
Balanced knockout tournaments are ubiquitous in sports competitions and are also used in decision-making and elections. The traditional computational question, that asks to compute a draw (optimal draw) that maximizes the winning…
Amazons is a board game which combines elements of Chess and Go. It has become popular in recent years, and has served as a useful platform for both game-theoretic study and AI games research. Buro showed that simple Amazons endgames are…
We study computational aspects of three prominent voting rules that use approval ballots to elect multiple winners. These rules are satisfaction approval voting, proportional approval voting, and reweighted approval voting. We first show…
We study the inverse power index problem for weighted voting games: the problem of finding a weighted voting game in which the power of the players is as close as possible to a certain target distribution. Our goal is to find algorithms…
The Possible Winner (PW) problem, a fundamental algorithmic problem in computational social choice, concerns elections where voters express only partial preferences between candidates. Via a sequence of investigations, a complete…
We study the computational complexity of an important property of simple, regular and weighted games, which is decisiveness. We show that this concept can naturally be represented in the context of hypergraph theory, and that decisiveness…
We introduce the Maker-Breaker domination game, a two player game on a graph. At his turn, the first player, Dominator, select a vertex in order to dominate the graph while the other player, Staller, forbids a vertex to Dominator in order…
We present three versions of the classic two-pile game \textsc{one-or-one-or-one-of-both} generalized to the multi-pile context. In each case, we explore the resulting $\mathcal{P}$-positions. In the first version, there is a simple…
Recently, a standardized framework was proposed for introducing quantum-inspired moves in mathematical games with perfect information and no chance. The beauty of quantum games-succinct in representation, rich in structures, explosive in…