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Computing equilibria of games is a central task in computer science. A large number of results are known for \emph{Nash equilibrium} (NE). However, these can be adopted only when coalitions are not an issue. When instead agents can form…
We investigate the complexity of the reachability problem for (deep) neural networks: does it compute valid output given some valid input? It was recently claimed that the problem is NP-complete for general neural networks and conjunctive…
We analyze the computational complexity of optimally playing the two-player board game Push Fight, generalized to an arbitrary board and number of pieces. We prove that the game is PSPACE-hard to decide who will win from a given position,…
Classify simple games into sixteen "types" in terms of the four conventional axioms: monotonicity, properness, strongness, and nonweakness. Further classify them into sixty-four classes in terms of finiteness (existence of a finite carrier)…
Even after the proposal of various solution algorithms, the precise computational complexity of checking whether a Conditional Temporal Network is Dynamically Controllable had still remained widely open. This issue gets settled in this…
"Solitaire Chess" is a logic puzzle published by Thinkfun, that can be seen as a single person version of traditional chess. Given a chess board with some chess pieces of the same color placed on it, the task is to capture all pieces but…
Successful and accurate modelling of level difficulty is a fundamental component of the operationalisation of player experience as difficulty is one of the most important and commonly used signals for content design and adaptation. In games…
We generalize a concept of classical finite extensive game to make it useful for application of quantum objects. The generalization extends a quantum realization scheme of static games to any finite extensive game. It represents an…
Nowadays the semi-tensor product (STP) approach to finite games has become a promising new direction. This paper provides a comprehensive survey on this prosperous field. After a brief introduction for STP and finite (networked) games, a…
We prove that persuasion is an NP-complete problem.
We study routing games where every agent sequentially decides her next edge when she obtains the green light at each vertex. Because every edge only has capacity to let out one agent per round, an edge acts as a FIFO waiting queue that…
In repeated games, players choose actions concurrently at each step. We consider a parameterized setting of repeated games in which the players form a population of an arbitrary size. Their utility functions encode a reachability objective.…
Incomplete cooperative games generalise the classical model of cooperative games by omitting the values of some of the coalitions. This allows to incorporate uncertainty into the model and study the underlying games as well as possible…
This work shows new results on the complexity of games Jelly-No and Hanano with various constraints on the size of the board and number of colours. Hanano and Jelly-No are one-player, 2D side-view puzzle games with a dynamic board…
Many problems in compositional synthesis and verification of multi-agent systems -- such as rational verification and assume-guarantee verification in probabilistic systems -- reduce to reasoning about two-player multi-objective stochastic…
The class of algorithmically computable simple games (i) includes the class of games that have finite carriers and (ii) is included in the class of games that have finite winning coalitions. This paper characterizes computable games,…
We examine the problem of efficiently learning coarse correlated equilibria (CCE) in polyhedral games, that is, normal-form games with an exponentially large number of actions per player and an underlying combinatorial structure. Prominent…
Temporal graphs are a popular modelling mechanism for dynamic complex systems that extend ordinary graphs with discrete time. Simply put, time progresses one unit per step and the availability of edges can change with time. We consider the…
We present a unifying representation of computation as a two-player game between an \emph{Algorithm} and \emph{Nature}, grounded in domain theory and game theory. The Algorithm produces progressively refined approximations within a Scott…
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…