Related papers: All Paths Lead to Rome
The game of Othello is one of the world's most complex and popular games that has yet to be computationally solved. Othello has roughly ten octodecillion (10 to the 58th power) possible game records and ten octillion (10 to the 28th power)…
Partitioned methods allow one to build a simulation capability for coupled problems by reusing existing single-component codes. In so doing, partitioned methods can shorten code development and validation times for multiphysics and…
Two-player games on graphs is central in many problems in formal verification and program analysis such as synthesis and verification of open systems. In this work we consider solving recursive game graphs (or pushdown game graphs) that can…
I show how to construct Monte Carlo algorithms (programs), prove that they are correct and document them. Complicated algorithms are build using a handful of elementary methods. This construction process is transparently illustrated using…
Many puzzle video games, like Sokoban, involve moving some agent in a maze. The reachable locations are usually apparent for a human player, and the difficulty of the game is mainly related to performing actions on objects, such as pushing…
We consider two-player games played on finite graphs equipped with costs on edges and introduce two winning conditions, cost-parity and cost-Streett, which require bounds on the cost between requests and their responses. Both conditions…
Consider a very simple class of (finite) games: after an initial move by nature, each player makes one move. Moreover, the players have common interests: at each node, all the players get the same payoff. We show that the problem of…
Cooperative games provide an appropriate framework for fair and stable profit distribution in multiagent systems. In this paper, we study the algorithmic issues on path cooperative games that arise from the situations where some commodity…
Classical objectives in two-player zero-sum games played on graphs often deal with limit behaviors of infinite plays: e.g., mean-payoff and total-payoff in the quantitative setting, or parity in the qualitative one (a canonical way to…
Time-Dependent Constrained Path Optimization (TD-CPO) takes the following input: (i) time-dependent (TD) road network, (ii) source ($s$), (iii) destination ($d$), (iv) departure time ($t$) and, (v) budget ($\mathcal{B}$). In TD graph, each…
Two multivehicle routing problems are considered in the framework that a visit to a location must take place during a specific time window in order to be counted and all time windows are the same length. In the first problem, the goal is to…
We consider two-player games played on finite colored graphs where the goal is the construction of an infinite path with one of the following frequency-related properties: (i) all colors occur with the same asymptotic frequency, (ii) there…
Infinite games where several players seek to coordinate under imperfect information are deemed to be undecidable, unless the information is hierarchically ordered among the players. We identify a class of games for which joint winning…
In this paper we demonstrate a method for counting the number of solutions to various logic puzzles. Specifically, we remove all of the "clues" from the puzzle which help the solver to a unique solution, and instead start from an empty…
The Next Release Problem consists in selecting a subset of requirements to develop in the next release of a software product. The selection should be done in a way that maximizes the satisfaction of the stakeholders while the development…
We propose a class of cooperative games, called d Partitioned Compbinatorial Optimization Games (PCOGs). The input of PCOG consists of a set of agents and a combinatorial structure (typically a graph) with a fixed optimization goal on this…
We study turn-based stochastic zero-sum games with lexicographic preferences over reachability and safety objectives. Stochastic games are standard models in control, verification, and synthesis of stochastic reactive systems that exhibit…
We consider the gathering task by a team of $m$ synchronous mobile robots in a graph of $n$ nodes. Each robot has an identifier (ID) and runs its own deterministic algorithm, i.e., there is no centralized coordinator. We consider a…
Edge-matching problems, also called edge matching puzzles, are abstractions of placement problems with neighborhood conditions. Pieces with colored edges have to be placed on a board such that adjacent edges have the same color. The problem…
LP-duality theory has played a central role in the study of cores of games, right from the early days of this notion to the present time. The classic paper of Shapley and Shubik \cite{Shapley1971assignment} introduced the "right" way of…