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The beer game is a widely used in-class game that is played in supply chain management classes to demonstrate the bullwhip effect. The game is a decentralized, multi-agent, cooperative problem that can be modeled as a serial supply chain…
We consider optimal control of a stochastic network,where service is controlled to prevent buffer overflow. We use a risk-sensitive escape time criterion, which in comparison to the ordinary escape time criteria heavily penalizes exits…
This paper is about computing constrained approximate Nash equilibria in polymatrix games, which are succinctly represented many-player games defined by an interaction graph between the players. In a recent breakthrough, Rubinstein showed…
We study three two-stage optimization problems with a similar structure and different objectives. In the first stage of each problem, the goal is to assign input jobs of positive sizes to unsplittable bags. After this assignment is decided,…
We consider a matching problem, which is meaningful in team competitions, as well as in information theory, recommender systems, and assignment problems. In the competitions which we study, each competitor in a team order plays a match with…
Designing algorithms for balanced allocation of clients to servers in dynamic settings is a challenging problem for a variety of reasons. Both servers and clients may be added and/or removed from the system periodically, and the main…
We study countably infinite stochastic 2-player games with reachability objectives. Our results provide a complete picture of the memory requirements of $\varepsilon$-optimal (resp. optimal) strategies. These results depend on the size of…
We consider regret minimization in repeated games with a very large number of actions. Such games are inherent in the setting of AI Safety via Debate \cite{irving2018ai}, and more generally games whose actions are language-based. Existing…
We describe an asynchronous algorithm to solve secure multiparty computation (MPC) over n players, when strictly less than a 1/8 fraction of the players are controlled by a static adversary. For any function f over a field that can be…
The most important factors which contribute to the efficiency of game-theoretical algorithms are time and game complexity. In this study, we have offered an elegant method to deal with high complexity of game theoretic multi-objective…
We study Stackelberg equilibria in finitely repeated games, where the leader commits to a strategy that picks actions in each round and can be adaptive to the history of play (i.e. they commit to an algorithm). In particular, we study…
It was shown in Flesch and Solan (2022) with a rather involved proof that all two-player stochastic games with finite state and action spaces and shift-invariant payoffs admit an $\epsilon$-equilibrium, for every $\epsilon>0$. Their proof…
The following game in a similar formulation to Petri nets and chip-firing games is studied: Given a finite collection of baskets, each has an infinite number of balls of the same value. Initially, a ball from some basket is chosen to put on…
We prove that a sufficiently strong parallel repetition theorem for a special case of multiplayer (multiprover) games implies super-linear lower bounds for multi-tape Turing machines with advice. To the best of our knowledge, this is the…
This paper studies the online scheduling problem of minimizing total flow time for $n$ jobs on $m$ identical machines. A classical $\Omega(n)$ lower bound shows that no deterministic single-machine algorithm can beat the trivial greedy,…
Makespan scheduling on identical machines is one of the most basic and fundamental packing problems studied in the discrete optimization literature. It asks for an assignment of $n$ jobs to a set of $m$ identical machines that minimizes the…
We study uniform population protocols: networks of anonymous agents whose pairwise interactions are chosen at random, where each agent uses an identical transition algorithm that does not depend on the population size $n$. Many existing…
We study the problem of minimizing swap regret in structured normal-form games. Players have a very large (potentially infinite) number of pure actions, but each action has an embedding into $d$-dimensional space and payoffs are given by…
Motivated by the sequence form formulation of Koller et al. (GEB'96), this paper defines {\em bilinear games}, and proposes efficient algorithms for its rank based subclasses. Bilinear games are two-player non-cooperative single-shot games…
Standard bin packing is the problem of partitioning a set of items with positive sizes no larger than 1 into a minimum number of subsets (called bins) each having a total size of at most 1. In bin packing games, an item has a positive…