Related papers: All Paths Lead to Rome
Object placement aims to place a foreground object over a background image with a suitable location and size. In this work, we treat object placement as a graph completion problem and propose a novel graph completion module (GCM). The…
At some places (see the references) Martin Erickson describes a certain game: "Two players alternately write O's (first player) and X's (second player) in the unoccupied cells of an n x n grid. The first player (if any) to occupy four cells…
We study an ancient problem that in a static or dynamical system, sought an optimal path, which the context always means within an extremal condition. In fact, through those discussions about this theme, we established a universal essential…
Changes in payoffs can transform Prisoner's Dilemma and other social dilemmas into harmonious win-win games. Using the Robinson-Goforth topology of 2x2 games, this paper analyzes how payoff swaps turn Prisoner's Dilemma into other games,…
We initiate a general study of what we call orientation completion problems. For a fixed class C of oriented graphs, the orientation completion problem asks whether a given partially oriented graph P can be completed to an oriented graph in…
In this paper, we study the problem of map matching with travel time constraints. Given a sequence of $k$ spatio-temporal measurements and an embedded path graph with travel time costs, the goal is to snap each measurement to a close-by…
A coloring of edges of a finite directed graph turns the graph into finite-state automaton. The synchronizing word of a deterministic automaton is a word in the alphabet of colors (considered as letters) of its edges that maps the automaton…
We present a simple and versatile formulation of grid-based graph representation problems as an integer linear program (ILP) and a corresponding SAT instance. In a grid-based representation vertices and edges correspond to axis-parallel…
Open parity games are proposed as a compositional extension of parity games with algebraic operations, forming string diagrams of parity games. A potential application of string diagrams of parity games is to describe a large parity game…
Game maps are useful for human players, general-game-playing agents, and data-driven procedural content generation. These maps are generally made by hand-assembling manually-created screenshots of game levels. Besides being tedious and…
Given a graph $G$ with vertex set $V$, $f : V \rightarrow \{0, 1, 2\}$ is a \emph{Roman $\{2\}$-dominating function} (or \emph{italian dominating function}) of $G$ if for every vertex $v\in V$ with $f(v) =0$, either there exists a vertex…
Speedrunning in general means to play a video game fast, i.e. using all means at one's disposal to achieve a given goal in the least amount of time possible. To do so, a speedrun must be planned in advance, or routed, as referred to by the…
We explain a highly efficient algorithm for playing the simplest type of dots and boxes endgame optimally (by which we mean "in such a way so as to maximise the number of boxes that you take"). The algorithm is sufficiently simple that it…
An algorithm based on backward induction is devised in order to compute the optimal sequence of games to be played in Parrondo games. The algorithm can be used to find the optimal sequence for any finite number of turns or in the steady…
Quantitative games are two-player zero-sum games played on directed weighted graphs. Total-payoff games (that can be seen as a refinement of the well-studied mean-payoff games) are the variant where the payoff of a play is computed as the…
The Hamiltonian cycle problem (HCP), which is an NP-complete problem, consists of having a graph G with n nodes and m edges and finding the path that connects each node exactly once. In this paper we compare some algorithms to solve a…
The gathering over meeting nodes problem asks the robots to gather at one of the pre-defined meeting nodes. The robots are deployed on the nodes of an anonymous two-dimensional infinite grid which has a subset of nodes marked as meeting…
Many games are reliant on creating new and engaging content constantly to maintain the interest of their player-base. One such example are puzzle games, in such it is common to have a recurrent need to create new puzzles. Creating new…
We study stochastic two-player turn-based games in which the objective of one player is to ensure several infinite-horizon total reward objectives, while the other player attempts to spoil at least one of the objectives. The games have…
Counter reachability games are played by two players on a graph with labelled edges. Each move consists in picking an edge from the current location and adding its label to a counter vector. The objective is to reach a given counter value…