Related papers: The GKK Algorithm is the Fastest over Simple Mean-…
We present an algorithm that on input of an $n$-vertex $m$-edge weighted graph $G$ and a value $k$, produces an {\em incremental sparsifier} $\hat{G}$ with $n-1 + m/k$ edges, such that the condition number of $G$ with $\hat{G}$ is bounded…
Simple stochastic games are turn-based 2.5-player zero-sum graph games with a reachability objective. The problem is to compute the winning probability as well as the optimal strategies of both players. In this paper, we compare the three…
In the $k$-Cut problem, we are given an edge-weighted graph $G$ and an integer $k$, and have to remove a set of edges with minimum total weight so that $G$ has at least $k$ connected components. Prior work on this problem gives, for all $h…
The minimum cut problem for an undirected edge-weighted graph asks us to divide its set of nodes into two blocks while minimizing the weight sum of the cut edges. In this paper, we engineer the fastest known exact algorithm for the problem.…
We study reinforcement learning for two-player zero-sum Markov games with simultaneous moves in the finite-horizon setting, where the transition kernel of the underlying Markov games can be parameterized by a linear function over the…
Greedy-GQ with linear function approximation, originally proposed in \cite{maei2010toward}, is a value-based off-policy algorithm for optimal control in reinforcement learning, and it has a non-linear two timescale structure with the…
In the EDGE CLIQUE COVER (ECC) problem, given a graph G and an integer k, we ask whether the edges of G can be covered with k complete subgraphs of G or, equivalently, whether G admits an intersection model on k-element universe. Gramm et…
Many problems are NP-hard and, unless P = NP, do not admit polynomial-time exact algorithms. The fastest known exact algorithms exactly usually take time exponential in the input size. Much research effort has gone into obtaining faster…
We present a new accelerated gradient-based method for solving smooth unconstrained optimization problems. The goal is to embed a heavy-ball type of momentum into the Fast Gradient Method (FGM). For this purpose, we devise a generalization…
We consider the classical online scheduling problem P||C_{max} in which jobs are released over list and provide a nearly optimal online algorithm. More precisely, an online algorithm whose competitive ratio is at most (1+\epsilon) times…
We establish that the subgame perfect equilibrium (SPE) threshold problem for mean-payoff games is NP-complete. While the SPE threshold problem was recently shown to be decidable (in doubly exponential time) and NP-hard, its exact worst…
In this paper we analyze classical Maker-Breaker games played on the edge set of a sparse random board $G\sim \gnp$. We consider the Hamiltonicity game, the perfect matching game and the $k$-connectivity game. We prove that for $p(n)\geq…
Simple stochastic games are turn-based 2.5-player zero-sum graph games with a reachability objective. The problem is to compute the winning probability as well as the optimal strategies of both players. In this paper, we compare the three…
In a series of papers, Avraham, Filtser, Kaplan, Katz, and Sharir (SoCG'14), Kaplan, Katz, Saban, and Sharir (ESA'23), and Katz, Saban, and Sharir (ESA'24) studied a class of geometric optimization problems -- including reverse shortest…
The \emph{top-$k$-sum} operator computes the sum of the largest $k$ components of a given vector. The Euclidean projection onto the top-$k$-sum sublevel set serves as a crucial subroutine in iterative methods to solve composite…
While the topic of mean-field games (MFGs) has a relatively long history, heretofore there has been limited work concerning algorithms for the computation of equilibrium control policies. In this paper, we develop a computable policy…
We investigate the problem of equilibrium computation for "large" $n$-player games. Large games have a Lipschitz-type property that no single player's utility is greatly affected by any other individual player's actions. In this paper, we…
Due to their complex dynamics, combinatorial games are a key test case and application for algorithms that train game playing agents. Among those algorithms that train using self-play are coevolutionary algorithms (CoEAs). However, the…
We study pseudo-polynomial time algorithms for the fundamental \emph{0-1 Knapsack} problem. Recent research interest has focused on its fine-grained complexity with respect to the number of items $n$ and the \emph{maximum item weight}…
We study polynomial-time approximation algorithms for (edge/vertex) Sparsest Cut and Small Set Expansion in terms of $k$, the number of edges or vertices cut in the optimal solution. Our main results are $\mathcal{O}(\text{polylog}\,…