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Finite-horizon probabilistic multiagent concurrent game systems, also known as finite multiplayer stochastic games, are a well-studied model in computer science due to their ability to represent a wide range of real-world scenarios…
A checkers-like model game with a simplified set of rules is studied through extensive simulations of agents with different expertise and strategies. The introduction of complementary strategies, in a quite general way, provides a tool to…
A query game is a pair of a set $Q$ of queries and a set $\mathcal{F}$ of functions, or codewords $f:Q\rightarrow \mathbb{Z}.$ We think of this as a two-player game. One player, Codemaker, picks a hidden codeword $f\in \mathcal{F}$. The…
Let G be a finite undirected graph. A vertex dominates itself and all its neighbors in G. A vertex set D is an efficient dominating set (e.d. for short) of G if every vertex of G is dominated by exactly one vertex of D. The Efficient…
We introduce QUEENS, a derivative chess problem based on the classical n-queens problem. We prove that QUEENS is NP-complete, with respect to polynomial-time reductions.
We study the problem of repeated play in a zero-sum game in which the payoff matrix may change, in a possibly adversarial fashion, on each round; we call these Online Matrix Games. Finding the Nash Equilibrium (NE) of a two player zero-sum…
We study a condition of favoring cooperation in a Prisoner's Dilemma game on complex networks. There are two kinds of players: cooperators and defectors. Cooperators pay a benefit b to their neighbors at a cost c, whereas defectors only…
We prove the EXPTIME-hardness of the validity problem for the basic temporal logic on Minkowski spacetime with more than one space dimension. We prove this result for both the lightspeed-or-slower and the slower-than-light accessibility…
Bertrand et al. [1] (LMCS 2019) describe two-player zero-sum games in which one player tries to achieve a reachability objective in $n$ games (on the same finite arena) simultaneously by broadcasting actions, and where the opponent has full…
Kill-all Go is a variant of Go in which Black tries to capture all white stones, while White tries to survive. We consider computational complexity of Kill-all Go with two rulesets, Chinese rules and Japanese rules. We prove that: (i)…
Weighted timed games are played by two players on a timed automaton equipped with weights: one player wants to minimise the accumulated weight while reaching a target, while the other has an opposite objective. Used in a reactive synthesis…
Gambits are central to human decision-making. Our goal is to provide a theory of Gambits. A Gambit is a combination of psychological and technical factors designed to disrupt predictable play. Chess provides an environment to study gambits…
We study computational problems arising from the iterated removal of weakly dominated actions in anonymous games. Our main result shows that it is NP-complete to decide whether an anonymous game with three actions can be solved via iterated…
This paper concerns two-player alternating play combinatorial games (Conway 1976) in the normal-play convention, i.e. last move wins. Specifically, we study impartial vector subtraction games on tuples of nonnegative integers (Golomb 1966),…
Blackwell approachability, regret minimization and calibration are three criteria evaluating a strategy (or an algorithm) in different sequential decision problems, or repeated games between a player and Nature. Although they have at first…
The guarding game is a game in which several cops try to guard a region in a (directed or undirected) graph against Robber. Robber and the cops are placed on the vertices of the graph; they take turns in moving to adjacent vertices (or…
Delay games are two-player games of infinite duration in which one player may delay her moves to obtain a lookahead on her opponent's moves. For $\omega$-regular winning conditions it is known that such games can be solved in…
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…
Approachability theory, introduced by Blackwell (1956), provides fundamental results on repeated games with vector-valued payoffs, and has been usefully applied since in the theory of learning in games and to learning algorithms in the…
A deterministic finite automaton is said to be synchronizing if it has a reset word, i.e. a word that brings all states of the automaton to a particular one. We prove that it is a PSPACE-complete problem to check whether the language of…