Related papers: Sprague-Grundy values and complexity for LCTR
With increasing game size, a problem of computational complexity arises. This is especially true in real world problems such as in social systems, where there is a significant population of players involved in the game, and the complexity…
We study the problem of learning minimax policies in zero-sum matrix games. Fiegel et al. (2025) recently showed that achieving last-iterate convergence in this setting is harder when the players are uncoupled, by proving a lower bound on…
The crossword-like patterns of tiles in Scrabble form connected graphs of occupied sites on a square lattice. We find the most structureless description that reproduces means and covariances observed in real Scrabble games by adapting a…
Zero-sum Linear Quadratic (LQ) games are fundamental in optimal control and can be used (i)~as a dynamic game formulation for risk-sensitive or robust control and (ii)~as a benchmark setting for multi-agent reinforcement learning with two…
We present two variants of Wythoff's game. The first game is a restriction of Wythoff's game in which removing tokens from the smaller pile is not allowed if the two entries are not equal. The second game is an extension of Wythoff's game…
Let $S$ be a set of positive integers, and let $D$ be a set of integers larger than $1$. The game $i$-Mark$(S,D)$ is an impartial combinatorial game introduced by Sopena (2016), which is played with a single pile of tokens. In each turn, a…
We consider graph games of infinite duration with winning conditions in parameterized linear temporal logic, where the temporal operators are equipped with variables for time bounds. In model checking such specifications were introduced as…
This paper deals with the complexity of the problem of computing a pure Nash equilibrium for discrete preference games and network coordination games beyond $O(\log n)$-treewidth and tree metric spaces. First, we estimate the number of…
In this paper we introduce the novel framework of distributionally robust games. These are multi-player games where each player models the state of nature using a worst-case distribution, also called adversarial distribution. Thus each…
We study the alternating gradient descent-ascent (AltGDA) algorithm in two-player zero-sum games. Alternating methods, where players take turns to update their strategies, have long been recognized as simple and practical approaches for…
In the standard sequent presentations of Girard's Linear Logic (LL), there are two "non-decreasing" rules, where the premises are not smaller than the conclusion, namely the cut and the contraction rules. It is a universal concern to…
Temporal graphs are a popular modelling mechanism for dynamic complex systems that extend ordinary graphs with discrete time. Simply put, time progresses one unit per step and the availability of edges can change with time. We consider the…
We initiate the study of simple games from the point of view of combinatorial topology. The starting premise is that the losing coalitions of a simple game can be identified with a simplicial complex. Various topological constructions and…
We reconsider the stochastic (sub)gradient approach to the unconstrained primal L1-SVM optimization. We observe that if the learning rate is inversely proportional to the number of steps, i.e., the number of times any training pattern is…
A combinatorial game is a two-player game without hidden information or chance elements. The main object of combinatorial game theory is to obtain the outcome, which player has a winning strategy, of a given combinatorial game. Positions of…
We study a variant of 3-pile Nim in which a move consists of taking tokens from one pile and, instead of removing then, topping up on a smaller pile provided that the destination pile does not have more tokens then the source pile after the…
Standpoint linear temporal logic SLTL is a recent formalism able to model possibly conflicting commitments made by distinct agents, taking into account aspects of temporal reasoning. In this paper, we analyse the computational properties of…
We study the question of obtaining last-iterate convergence rates for no-regret learning algorithms in multi-player games. We show that the optimistic gradient (OG) algorithm with a constant step-size, which is no-regret, achieves a…
Two standard algorithms for approximately solving two-player zero-sum concurrent reachability games are value iteration and strategy iteration. We prove upper and lower bounds of 2^(m^(Theta(N))) on the worst case number of iterations…
We consider three variants of a partisan combinatorial game between two players, Left and Right, played on an undirected simple graph. Left is able to delete vertices (and incident edges) while Right is able to delete edges. This natural…