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We address the problem of solving parity games with imperfect information on finite graphs of bounded structural complexity. It is a major open problem whether parity games with perfect information can be solved in PTIME. Restricting the…
The problem of (approximately) counting the independent sets of a bipartite graph (#BIS) is the canonical approximate counting problem that is complete in the intermediate complexity class #RH\Pi_1. It is believed that #BIS does not have an…
We provide a complete characterization for the computational complexity of finding approximate equilibria in two-action graphical games. We consider the two most well-studied approximation notions: $\varepsilon$-Nash equilibria…
Given a graph, the general problem to cover the maximum number of vertices by a collection of vertex-disjoint long paths seemingly escapes from the literature. A path containing at least $k$ vertices is considered long. When $k \le 3$, the…
In this paper, we resolve the computational complexity of a number of outstanding open problems with practical applications. Here is the list of problems we show to be PPAD-complete, along with the domains of practical significance:…
The optimal value computation for turned-based stochastic games with reachability objectives, also known as simple stochastic games, is one of the few problems in $NP \cap coNP$ which are not known to be in $P$. However, there are some…
Given a graph $G=(V,E)$, the dominating set problem asks for a minimum subset of vertices $D\subseteq V$ such that every vertex $u\in V\setminus D$ is adjacent to at least one vertex $v\in D$. That is, the set $D$ satisfies the condition…
We study the existence of approximate pure Nash equilibria ($\alpha$-PNE) in weighted atomic congestion games with polynomial cost functions of maximum degree $d$. Previously it was known that $d$-approximate equilibria always exist, while…
We study three new versions of the All-Ones Problem and the Minimum All-Ones Problem. The original All-Ones Problem is simply called the Vertex-Vertex Problem, and the three new versions are called the Vertex-Edge Problem, the Edge-Vertex…
Graph games provide the foundation for modeling and synthesis of reactive processes. Such games are played over graphs where the vertices are controlled by two adversarial players. We consider graph games where the objective of the first…
Recently [Bhattacharya et al., STOC 2015] provide the first non-trivial algorithm for the densest subgraph problem in the streaming model with additions and deletions to its edges, i.e., for dynamic graph streams. They present a…
While graphs and abstract data structures can be large and complex, practical instances are often regular or highly structured. If the instance has sufficient structure, we might hope to compress the object into a more succinct…
We study the complexity of solving two-player infinite duration games played on a fixed finite graph, where the control of a node is not predetermined but rather assigned randomly. In classic random-turn games, control of each node is…
The emergence of massive graph data sets requires fast mining algorithms. Centrality measures to identify important vertices belong to the most popular analysis methods in graph mining. A measure that is gaining attention is forest…
We investigate the difficulty of finding economically efficient solutions to coordination problems on graphs. Our work focuses on two forms of coordination problem: pure-coordination games and anti-coordination games. We consider three…
We revisit the coalition structure generation problem in which the goal is to partition the players into exhaustive and disjoint coalitions so as to maximize the social welfare. One of our key results is a general polynomial-time algorithm…
Combinatorial optimization algorithms for graph problems are usually designed afresh for each new problem with careful attention by an expert to the problem structure. In this work, we develop a new framework to solve any combinatorial…
Weighted timed games are zero-sum games played by two players on a timed automaton equipped with weights, where one player wants to minimise the cumulative weight while reaching a target. Used in a reactive synthesis perspective, this…
We study graph partitioning problems from a min-max perspective, in which an input graph on n vertices should be partitioned into k parts, and the objective is to minimize the maximum number of edges leaving a single part. The two main…
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…