Related papers: One-Clock Priced Timed Games are PSPACE-hard
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…
Discounted-sum games provide a formal model for the study of reinforcement learning, where the agent is enticed to get rewards early since later rewards are discounted. When the agent interacts with the environment, she may regret her…
In standard quantum theory, time is not an observable. It enters as a parameter in the Schr\"odinger equation, but there is no measurement operator associated to it. Nevertheless, one may take an operational viewpoint and regard time as the…
Mean-payoff games (MPGs) are infinite duration two-player zero-sum games played on weighted graphs. Under the hypothesis of perfect information, they admit memoryless optimal strategies for both players and can be solved in…
The cumulative pebbling complexity of a directed acyclic graph $G$ is defined as $\mathsf{cc}(G) = \min_P \sum_i |P_i|$, where the minimum is taken over all legal (parallel) black pebblings of $G$ and $|P_i|$ denotes the number of pebbles…
Energy parity games are infinite two-player turn-based games played on weighted graphs. The objective of the game combines a (qualitative) parity condition with the (quantitative) requirement that the sum of the weights (i.e., the level of…
We introduce the concept of budget games. Players choose a set of tasks and each task has a certain demand on every resource in the game. Each resource has a budget. If the budget is not enough to satisfy the sum of all demands, it has to…
Recently, machine learning algorithms have successfully entered large-scale real-world industrial applications (e.g. search engines and email spam filters). Here, the CPU cost during test time must be budgeted and accounted for. In this…
We introduce a new family of one-player games, involving the movement of coins from one configuration to another. Moves are restricted so that a coin can be placed only in a position that is adjacent to at least two other coins. The goal of…
We consider Stackelberg pricing games, which are also known as bilevel pricing problems, or combinatorial price-setting problems. This family of problems consists of games between two players: the leader and the follower. There is a market…
Pebble games are single-player games on DAGs involving placing and moving pebbles on nodes of the graph according to a certain set of rules. The goal is to pebble a set of target nodes using a minimum number of pebbles. In this paper, we…
The Stackelberg Minimum Spanning Tree Game is a two-level combinatorial pricing problem played on a graph representing a network. Its edges are colored either red or blue, and the red edges have a given fixed cost, representing the…
Red-blue pebble games model the computation cost of a two-level memory hierarchy. We present various hardness results in different red-blue pebbling variants, with a focus on the oneshot model. We first study the relationship between…
In this paper, we show that the problem of determining whether one player can force a win in a multiplayer version of the children's card game War is PSPACE-hard. The same reduction shows that a related problem, asking whether a player can…
Recent work has shown that not only decision trees (DTs) may not be interpretable but also proposed a polynomial-time algorithm for computing one PI-explanation of a DT. This paper shows that for a wide range of classifiers, globally…
Probabilistic timed automata are classical timed automata extended with discrete probability distributions over edges. We introduce clock-dependent probabilistic timed automata, a variant of probabilistic timed automata in which transition…
We discuss the complexity of path enumeration and counting in weighted temporal graphs. In a weighted temporal graph, each edge has an availability time, a traversal time and some real cost. We introduce two bicriteria temporal min-cost…
Parametric Timed Games (PTG) are an extension of the model of Timed Automata. They allow for the verification and synthesis of real-time systems, reactive to their environmeand depending on adjustable parameters. Given a PTG and a…
The rank of a bimatrix game (A,B) is defined as rank(A+B). Computing a Nash equilibrium (NE) of a rank-$0$, i.e., zero-sum game is equivalent to linear programming (von Neumann'28, Dantzig'51). In 2005, Kannan and Theobald gave an FPTAS for…
We study the problem of finding Stackelberg equilibria in games with a massive number of players. So far, the only known game instances in which the problem is solved in polynomial time are some particular congestion games. However, a…