Related papers: An Upper Bound on the Complexity of Tablut
In this paper we are going to solve an open problem about the game tetris. We are going to give the first results in the complexity of a variant of offline tetris introduced by Erik Demaine, Susan Hohenberger and David Liben Nowell in their…
A long-standing conjecture by Heath, Pemmaraju, and Trenk states that the upward book thickness of outerplanar DAGs is bounded above by a constant. In this paper, we show that the conjecture holds for subfamilies of upward outerplanar…
Tabling is a powerful resolution mechanism for logic programs that captures their least fixed point semantics more faithfully than plain Prolog. In many tabling applications, we are not interested in the set of all answers to a goal, but…
It was shown in Alur et al. [1] that the problem of verifying finite concurrent systems through Linearizability is in EXPSPACE. However, there was still a complexity gap between the easy to obtain PSPACE lower bound and the EXPSPACE upper…
Let $T\subset \R^{m+1}$ be a strictly convex domain bounded by a smooth hypersurface $X=\partial T$. In this paper we find lower bounds on the number of billiard trajectories in $T$ which have a prescribed intial point $A\in X$, a…
HyperQPTL and HyperQPTL$^+$ are expressive specification languages for hyperproperties, properties that relate multiple executions of a system. Tight complexity bounds are known for HyperQPTL finite-state satisfiability and model-checking.…
We study a family of sorting match puzzles on grids, which we call permutation match puzzles. In this puzzle, each row and column of a $n \times n$ grid is labeled with an ordering constraint -- ascending (A) or descending (D) -- and the…
We consider the computational complexity of the question whether a certain strategy can be removed from a game by means of iterated elimination of dominated strategies. In particular, we study the influence of different definitions of…
As part of an effort to apply the rigorous guarantees of formal verification to multi-agent systems, the field of equilibrium analysis, also called rational verification, studies equilibria in multiplayer games to reason about system-level…
We explore the complexity of nucleolus computation in b-matching games on bipartite graphs. We show that computing the nucleolus of a simple b-matching game is NP-hard even on bipartite graphs of maximum degree 7. We complement this with…
We study a popular puzzle game known variously as Clickomania and Same Game. Basically, a rectangular grid of blocks is initially colored with some number of colors, and the player repeatedly removes a chosen connected monochromatic group…
In this paper we give a mathematical model for a game that we call picture cube puzzle and investigate its properties. The central question is the number of moves required to solve the puzzle. A mathematical discussion is followed by the…
Influence diagrams allow for intuitive and yet precise description of complex situations involving decision making under uncertainty. Unfortunately, most of the problems described by influence diagrams are hard to solve. In this paper we…
While the problem of knot classification is far from solved, it is possible to create computer programs that can be used to tabulate knots up to a desired degree of complexity. Here we discuss the main ideas on which such programs can be…
Some of the subtleties of the integrability of the elliptic quantum billiard are discussed. A well known classical constant of the motion has in the quantum case an ill-defined commutator with the Hamiltonian. It is shown how this problem…
We study public goods games, a type of game where every player has to decide whether or not to produce a good which is public, i.e., neighboring players can also benefit from it. Specifically, we consider a setting where the good is…
Correlated equilibria -- and their generalization $\Phi$-equilibria -- are a fundamental object of study in game theory, offering a more tractable alternative to Nash equilibria in multi-player settings. While computational aspects of…
A {\em thrackle} is a graph drawn in the plane so that every pair of its edges meet exactly once: either at a common end vertex or in a proper crossing. We prove that any thrackle of $n$ vertices has at most $1.3984n$ edges. {\em…
The locker puzzle is a game played by multiple players against a referee. It has been previously shown that the best strategy that exists cannot succeed with probability greater than 1-ln2 \approx 0.31, no matter how many players are…
Stackelberg equilibria have become increasingly important as a solution concept in computational game theory, largely inspired by practical problems such as security settings. In practice, however, there is typically uncertainty regarding…