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Regret matching (RM) -- and its modern variants -- is a foundational online algorithm that has been at the heart of many AI breakthrough results in solving benchmark zero-sum games, such as poker. Yet, surprisingly little is known so far in…
The Max-Cut problem is known to be NP-hard on general graphs, while it can be solved in polynomial time on planar graphs. In this paper, we present a fixed-parameter tractable algorithm for the problem on `almost' planar graphs: Given an…
We study finite-horizon two-player zero-sum differential games with one-sided payoff information ($G$), where the informed player (P1) knows the game payoff, while P2 only has a public belief over a finite set of possible payoffs. In this…
Recently, there has been much work on the design of general heuristics for graph-based, combinatorial optimization problems via the incorporation of Graph Neural Networks (GNNs) to learn distribution-specific solution structures.However,…
We present a generic strategy iteration algorithm (GSIA) to find an optimal strategy of a simple stochastic game (SSG). We prove the correctness of GSIA, and derive a general complexity bound, which implies and improves on the results of…
We present a deterministic algorithm, solving discounted games with $n$ nodes in $n^{O(1)}\cdot (2 + \sqrt{2})^n$-time. For bipartite discounted games our algorithm runs in $n^{O(1)}\cdot 2^n$-time. Prior to our work no deterministic…
The family of $(k,\ell)$-sparse graphs, introduced by Lorea, plays a central role in combinatorial optimization and has a wide range of applications, particularly in rigidity theory. A key algorithmic problem is to decide whether a given…
Let ${\cal G}$ be a minor-closed graph class and let $G$ be an $n$-vertex graph. We say that $G$ is a $k$-apex of ${\cal G}$ if $G$ contains a set $S$ of at most $k$ vertices such that $G\setminus S$ belongs to ${\cal G}$. Our first result…
Priced timed games (PTGs) are two-player zero-sum games played on the infinite graph of configurations of priced timed automata where two players take turns to choose transitions in order to optimize cost to reach target states. Bouyer et…
We define a class of zero-sum games with combinatorial structure, where the best response problem of one player is to maximize a submodular function. For example, this class includes security games played on networks, as well as the problem…
We consider the Global Minimum Vertex-Cut problem: given an undirected vertex-weighted graph $G$, compute a minimum-weight subset of its vertices whose removal disconnects $G$. The problem is closely related to Global Minimum Edge-Cut,…
Despite much research, hard weighted problems still resist super-polynomial improvements over their textbook solution. On the other hand, the unweighted versions of these problems have recently witnessed the sought-after speedups.…
The symmetric generalized eigenvalue problem (SGEP) is a fundamental concept in numerical linear algebra. It captures the solution of many classical machine learning problems such as canonical correlation analysis, independent components…
In this paper, we consider the problem of finding a cycle of length $2k$ (a $C_{2k}$) in an undirected graph $G$ with $n$ nodes and $m$ edges for constant $k\ge2$. A classic result by Bondy and Simonovits [J.Comb.Th.'74] implies that if $m…
In this work, we address the problem of approximate pattern matching with wildcards. Given a pattern $P$ of length $m$ containing $D$ wildcards, a text $T$ of length $n$, and an integer $k$, our objective is to identify all fragments of $T$…
We present a pseudopolynomial-time algorithm for the Knapsack problem that has running time $\widetilde{O}(n + t\sqrt{p_{\max}})$, where $n$ is the number of items, $t$ is the knapsack capacity, and $p_{\max}$ is the maximum item profit.…
Action-graph games (AGGs) are a fully expressive game representation which can compactly express both strict and context-specific independence between players' utility functions. Actions are represented as nodes in a graph G, and the payoff…
An improved exponential time algorithm for Energy Games and Mean Payoff Games has been recently proposed in ICALP 19. The new algorithm prevents some of the repetitive operations performed by the classic value iteration algorithm of Brim et…
The Efficient Global Optimization (EGO) algorithm uses a conditional Gaus-sian Process (GP) to approximate an objective function known at a finite number of observation points and sequentially adds new points which maximize the Expected…
The double oracle algorithm is a popular method of solving games, because it is able to reduce computing equilibria to computing a series of best responses. However, its theoretical properties are not well understood. In this paper, we…