Related papers: The Complexity of Sequential Routing Games
In public transport networks disruptions may occur and lead to travel delays. It is thus interesting to determine whether a traveler can be resilient to delays that occur unexpectedly, ensuring that they can reach their destination in time…
Concurrent parameterized games involve a fixed yet arbitrary number of players. They are described by finite arenas in which the edges are labeled with languages that describe the possible move combinations leading from one vertex to…
We study multiplayer turn-based timed games with reachability objectives. In particular, we are interested in the notion of subgame perfect equilibrium (SPE). We prove that deciding the constrained existence of an SPE in this setting is…
We study the algorithmic complexity of Maker-Breaker games played on the edge sets of general graphs. We mainly consider the perfect matching game and the $H$-game. Maker wins if she claims the edges of a perfect matching in the first, and…
In the recently introduced topological distance games, strategic agents need to be assigned to a subset of vertices of a topology. In the assignment, the utility of an agent depends on both the agent's inherent utilities for other agents…
Strategy improvement is a widely-used and well-studied class of algorithms for solving graph-based infinite games. These algorithms are parameterized by a switching rule, and one of the most natural rules is "all switches" which switches as…
A poset game is a two-player game played over a partially ordered set (poset) in which the players alternate choosing an element of the poset, removing it and all elements greater than it. The first player unable to select an element of the…
In the simplest game-theoretic formulation of Schelling's model of segregation on graphs, agents of two different types each select their own vertex in a given graph so as to maximize the fraction of agents of their type in their occupied…
In many multiagent environments, a designer has some, but limited control over the game being played. In this paper, we formalize this by considering incompletely specified games, in which some entries of the payoff matrices can be chosen…
The semi-random graph process is a single player game in which the player is initially presented an empty graph on $n$ vertices. In each round, a vertex $u$ is presented to the player independently and uniformly at random. The player then…
We expand on earlier research on the topic by discussing an infinitely repeated game model with a subgame perfect equilibrium strategy profile (SPE) as a solution concept that diminishes incentives to violate speed limits in a carrot and…
Finite-horizon probabilistic multiagent concurrent game systems, also known as finite multiplayer stochastic games, are a well-studied model in computer science due to their ability to represent a wide range of real-world scenarios…
We consider a dynamic traffic routing game over an urban road network involving a large number of drivers in which each driver selecting a particular route is subject to a penalty that is affine in the logarithm of the number of drivers…
Today's networks consist of many autonomous entities that follow their own objectives, i.e., smart devices or parts of large AI systems, that are interconnected. Given the size and complexity of most communication networks, each entity…
We study two positional games played on hypergraphs, whose edges may be interpreted as winning sets. Two players take turns picking a previously unpicked vertex of the hypergraph. We say a player fills an edge if that player has picked all…
A major open question in algorithmic game theory is whether normal-form correlated equilibria (NFCE) can be computed efficiently in succinct games such as extensive-form games [DFF+25,6PR24,FP23,HvS08,VSF08,PR08]. Motivated by this…
Computing equilibria of games is a central task in computer science. A large number of results are known for \emph{Nash equilibrium} (NE). However, these can be adopted only when coalitions are not an issue. When instead agents can form…
Given a connected graph on whose edges we can build roads to connect the nodes, a number of agents hold possibly different perspectives on which edges should be selected by assigning different edge weights. Our task is to build a minimum…
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…
The computational characterization of game-theoretic solution concepts is a central topic in artificial intelligence, with the aim of developing computationally efficient tools for finding optimal ways to behave in strategic interactions.…