Related papers: Magic: the Gathering is as Hard as Arithmetic
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…
A king in a directed graph is a vertex $v$ such that every other vertex is reachable from $v$ via a path of length at most $2$. It is well known that every tournament (a complete graph where each edge has a direction) has at least one king.…
The aim of this paper is to solve the "gift exchange" problem: you are one of n players, and there are n wrapped gifts on display; when your turn comes, you can either choose any of the remaining wrapped gifts, or you can "steal" a gift…
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 problem of the malicious ma\^{i}tre d' is introduced and solved by Peter Winkler in his book Mathematical Puzzles: A Connoisseur's Collection [1]. This problem is about a ma\^{i}tre d' seating diners around a table, trying to maximize…
For matrix games we study how small nonzero probability must be used in optimal strategies. We show that for nxn win-lose-draw games (i.e. (-1,0,1) matrix games) nonzero probabilities smaller than n^{-O(n)} are never needed. We also…
Games are natural models for multi-agent machine learning settings, such as generative adversarial networks (GANs). The desirable outcomes from algorithmic interactions in these games are encoded as game theoretic equilibrium concepts, e.g.…
We develop a splitting method to prove the well-posedness, in short time, of solutions for two master equations in mean field game (MFG) theory: the second order master equation, describing MFGs with a common noise, and the system of master…
Roughly speaking, gerrymandering is the systematic manipulation of the boundaries of electoral districts to make a specific (political) party win as many districts as possible. While typically studied from a geographical point of view,…
Single-elimination (SE) tournaments are a popular format used in competitive environments and decision making. Algorithms for SE tournament manipulation have been an active topic of research in recent years. In this paper, we initiate the…
In most real-world settings, due to limited time or other resources, an agent cannot perform all potentially useful deliberation and information gathering actions. This leads to the metareasoning problem of selecting such actions.…
We study Maker/Breaker games on the edges of the complete graph, as introduced by Chvatal and Erdos. We show that in the (m:b) clique game played on K_{N}, the complete graph on N vertices, Maker can achieve a K_{q} for q = (m/(log_{2}(b +…
Hedonic games are a prominent model of coalition formation, in which each agent's utility only depends on the coalition she resides. The subclass of hedonic games that models the formation of general partnerships, where output is shared…
The classical multi-agent rendezvous problem asks for a deterministic algorithm by which $n$ points scattered in a plane can move about at constant speed and merge at a single point, assuming each point can use only the locations of the…
In two-player games on graphs, the players move a token through a graph to produce an infinite path, which determines the winner of the game. Such games are central in formal methods since they model the interaction between a…
In 2000 Allen Schwenk, using a well-known mathematical model of matchplay tournaments in which the probability of one player beating another in a single match is fixed for each pair of players, showed that the classical single-elimination,…
In this paper we survey the computational time complexity of assorted simple stochastic game problems, and we give an overview of the best known algorithms associated with each problem.
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…
This paper studies the game of guessing riffle-shuffled cards with complete feedback. A deck of $n$ cards labelled 1 to $n$ is riffle-shuffled once and placed on a table. A player tries to guess the cards from top and is given complete…
We propose a formulation of a general-sum bimatrix game as a bipartite directed graph with the objective of establishing a correspondence between the set of the relevant structures of the graph (in particular elementary cycles) and the set…