Related papers: An estimation method for game complexity
Recent advancements in algorithms for sequential decision-making under imperfect information have shown remarkable success in large games such as limit- and no-limit poker. These algorithms traditionally formalize the games using the…
We build a general theory for characterizing the computational complexity of motion planning of robot(s) through a graph of "gadgets", where each gadget has its own state defining a set of allowed traversals which in turn modify the…
The additively separable hedonic game (ASHG) is a model of coalition formation games on graphs. In this paper, we intensively and extensively investigate the computational complexity of finding several desirable solutions, such as a Nash…
We compare four different `game-spaces' in terms of their usefulness in characterising multi-player tabletop games, with a particular interest in any underlying change to a game's characteristics as the number of players changes. In each…
Estimating discrete games of complete information is often computationally difficult due to partial identification and the absence of closed-form moment characterizations. This paper proposes computationally tractable approaches to…
Game theory is appropriate for studying cyber conflict because it allows for an intelligent and goal-driven adversary. Applications of game theory have led to a number of results regarding optimal attack and defense strategies. However, the…
A measure of complexity based on a probabilistic description of physical systems is proposed. This measure incorporates the main features of the intuitive notion of such a magnitude. It can be applied to many physical situations and to…
Monte Carlo Tree Search techniques have generally dominated General Video Game Playing, but recent research has started looking at Evolutionary Algorithms and their potential at matching Tree Search level of play or even outperforming these…
The analysis of games played on graph-like structures is of increasing importance due to the prevalence of social networks, both virtual and physical, in our daily life. As well as being relevant in computer science, mathematical analysis…
This paper investigates the popular card game UNO from the viewpoint of algorithmic combinatorial game theory. We define simple and concise mathematical models for the game, including both cooperative and uncooperative versions, and analyze…
The Taxman game has proven to be hard to solve optimally, so efforts have been made to find heuristic strategies that do well in practice. We present results on the NP-hardness of a variant of the game via an equivalence to a particular…
We consider the task of controlling in a distributed way a Zielonka asynchronous automaton. Every process of a controller has access to its causal past to determine the next set of actions it proposes to play. An action can be played only…
Obliging games have been introduced in the context of the game perspective on reactive synthesis in order to enforce a degree of cooperation between the to-be-synthesized system and the environment. Previous approaches to the analysis of…
We introduce a class of extensive form games where players might not be able to foresee the possible consequences of their decisions and form a model of their opponents which they exploit to achieve a more profitable outcome. We improve…
Many popular puzzle and matching games have been analyzed through the lens of computational complexity. Prominent examples include Sudoku, Candy Crush, and Flood-It. A common theme among these widely played games is that their generalized…
As the widely applied method for measuring matching assortativeness in a transferable utility matching game, a matching maximum score estimation is proposed by \cite{fox2010qe}. This article reveals that combining unmatched agents,…
The computation of a solution concept of a cooperative game usually employs values of all coalitions. However, in some applications, the values of some of the coalitions might be unknown due to high costs associated with their determination…
This paper investigates the geometrical properties of real world games (e.g. Tic-Tac-Toe, Go, StarCraft II). We hypothesise that their geometrical structure resemble a spinning top, with the upright axis representing transitive strength,…
In this paper, we introduce an agent-based representation of games, in order to propose a compact representation for multi-party games in game theory. Our method is inspired by concepts in process theory and process algebra. In addition, we…
We study chip-firing games on multigraphs whose underlying simple graphs are trees, paths, and stars, denoted as banana trees, paths, and stars respectively. We present a polynomial time algorithm to compute the divisorial gonality of…