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We extend the weak-strong uniqueness principle for mean-field game (MFG) systems to a broad class of second-order stationary and time-dependent problems. Under standard monotonicity, growth, and coercivity assumptions on the Hamiltonian,…
We consider the problem of maximizing a monotone submodular function subject to a knapsack constraint. Our main contribution is an algorithm that achieves a nearly-optimal, $1 - 1/e - \epsilon$ approximation, using…
Dull, weak and nested solitaire games are important classes of parity games, capturing, among others, alternation-free mu-calculus and ECTL* model checking problems. These classes can be solved in polynomial time using dedicated algorithms.…
Reachability games are two-player games played on a graph, where the objective of $\texttt{REACH}$ player is to reach the target set whereas the objective of $\texttt{SAFE}$ player is to stay away from the target set. Reachability games…
We give a converging semidefinite programming hierarchy of outer approximations for the set of quantum correlations of fixed dimension and derive analytical bounds on the convergence speed of the hierarchy. In particular, we give a…
We determine the computational complexity of approximately counting and sampling independent sets of a given size in bounded-degree graphs. That is, we identify a critical density $\alpha_c(\Delta)$ and provide (i) for $\alpha <…
We study the computational complexity of solving stochastic games with mean-payoff objectives. Instead of identifying special classes in which simple strategies are sufficient to play $\epsilon$-optimally, or form $\epsilon$-Nash…
Simple stochastic games can be solved by value iteration (VI), which yields a sequence of under-approximations of the value of the game. This sequence is guaranteed to converge to the value only in the limit. Since no stopping criterion is…
Randomized algorithms for deciding satisfiability were shown to be effective in solving problems with thousands of variables. However, these algorithms are not complete. That is, they provide no guarantee that a satisfying assignment, if…
We revisit Min-Mean-Cycle, the classical problem of finding a cycle in a weighted directed graph with minimum mean weight. Despite an extensive algorithmic literature, previous work falls short of a near-linear runtime in the number of…
We design new algorithms for approximating 2CSPs on graphs with bounded threshold rank, that is, whose normalized adjacency matrix has few eigenvalues larger than $\varepsilon$, smaller than $-\varepsilon$, or both. Unlike on worst-case…
The following game is played on a weighted graph: Alice selects a matching $M$ and Bob selects a number $k$. Alice's payoff is the ratio of the weight of the $k$ heaviest edges of $M$ to the maximum weight of a matching of size at most $k$.…
An emerging trend in approximate counting is to show that certain `low-temperature' problems are easy on typical instances, despite worst-case hardness results. For the class of regular graphs one usually shows that expansion can be…
We consider the problem of scheduling $n$ jobs on $m$ uniform machines while minimizing the makespan ($Q||C_{\max}$) and maximizing the minimum completion time ($Q||C_{\min}$) in an online setting with migration of jobs. In this online…
The semi-random graph process is a single player game in which the player is initially presented an empty graph on $n$ vertices. In each round, a vertex $u$ is presented to the player independently and uniformly at random. The player then…
Regret-based algorithms are highly efficient at finding approximate Nash equilibria in sequential games such as poker games. However, most regret-based algorithms, including counterfactual regret minimization (CFR) and its variants, rely on…
We study the computational complexity of solving mean payoff games. This class of games can be seen as an extension of parity games, and they have similar complexity status: in both cases solving them is in $\textbf{NP} \cap \textbf{coNP}$…
This paper concerns computing approximate pure Nash equilibria in weighted congestion games, which has been shown to be PLS-complete. With the help of $\hat{\Psi}$-game and approximate potential functions, we propose two algorithms based on…
Let G=(V,E) be a graph with f:V\to Z_+ a function assigning degree bounds to vertices. We present the first efficient algebraic algorithm to find an f-factor. The time is \tilde{O}(f(V)^{\omega}). More generally for graphs with integral…
We consider the \emph{approximate minimum selection} problem in presence of \emph{independent random comparison faults}. This problem asks to select one of the smallest $k$ elements in a linearly-ordered collection of $n$ elements by only…