Related papers: The Variable-Processor Cup Game
Motivated by modern parallel computing applications, we consider the problem of scheduling parallel-task jobs with heterogeneous resource requirements in a cluster of machines. Each job consists of a set of tasks that can be processed in…
We consider the problem of online scheduling on a single machine in order to minimize weighted flow time. The existing algorithms for this problem (STOC '01, SODA '03, FOCS '18) all require exact knowledge of the processing time of each…
In two-player zero-sum stochastic games, where two competing players make decisions under uncertainty, a pair of optimal strategies is traditionally described by Nash equilibrium and computed under the assumption that the players have…
Pebble games are popular models for analyzing time-space trade-offs. In particular, the reversible pebble game is often applied in quantum algorithms like Grover's search to efficiently simulate classical computation on inputs in…
A prominent problem in scheduling theory is the weighted flow time problem on one machine. We are given a machine and a set of jobs, each of them characterized by a processing time, a release time, and a weight. The goal is to find a…
We study the computational complexity of scheduling jobs on a single speed-scalable processor with the objective of capturing the trade-off between the (weighted) flow time and the energy consumption. This trade-off has been extensively…
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…
We introduce the following elementary scheduling problem. We are given a collection of n jobs, where each job has an integer length as well as a set Ti of time intervals in which it can be feasibly scheduled. Given a parameter B, the…
This contribution deals with a two-level discrete decision problem, a so-called Stackelberg strategic game: A Subset Sum setting is addressed with a set $N$ of items with given integer weights. One distinguished player, the leader, may…
This paper is concerned with the controller-and-stopper stochastic differential game under a regime switching model in an infinite horizon. The state of the system consists of a number of diffusions \emph{coupled} by a continuous-time…
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…
Weighted timed games are played by two players on a timed automaton equipped with weights: one player wants to minimise the accumulated weight while reaching a target, while the other has an opposite objective. Used in a reactive synthesis…
Regular games form a well-established class of games for analysis and synthesis of reactive systems. They include coloured Muller games, McNaughton games, Muller games, Rabin games, and Streett games. These games are played on directed…
In this paper we look at the problem of scheduling tasks on a single-processor system, where each task requires unit time and must be scheduled within a certain time window, and each task can be added to or removed from the system at any…
The one-round discrete Voronoi game, with respect to a $n$-point user set $U$, consists of two players Player 1 ($\mathcal{P}_1$) and Player 2 ($\mathcal{P}_2$). At first, $\mathcal{P}_1$ chooses a set of facilities $F_1$ following which…
We study the complexity of the popular one player combinatorial game known as Flood-It. In this game the player is given an n by n board of tiles where each tile is allocated one of c colours. The goal is to make the colours of all tiles…
We consider fundamental scheduling problems motivated by energy issues. In this framework, we are given a set of jobs, each with a release time, deadline and required processing length. The jobs need to be scheduled on a machine so that at…
We consider the multi-agent spatial navigation problem of computing the socially optimal order of play, i.e., the sequence in which the agents commit to their decisions, and its associated equilibrium in an N-player Stackelberg trajectory…
Priced timed games are optimal-cost reachability games played between two players---the controller and the environment---by moving a token along the edges of infinite graphs of configurations of priced timed automata. The goal of the…
This paper extends and generalizes the well-known cut-matching game framework and provides a novel cut-strategy that produces constant-hop expanders. Constant-hop expanders are a significant strengthening of regular expanders with the…