Related papers: The difficulty of beating the Taxman
In the simplest game-theoretic formulation of Schelling's model of segregation on graphs, agents of two different types each select their own vertex in a given graph so as to maximize the fraction of agents of their type in their occupied…
We study variants of a stochastic game inspired by backgammon where players may propose to double the stake, with the game state dictated by a one-dimensional random walk. Our variants allow for different numbers of proposals and different…
We consider turn-based stochastic two-player games with a combination of a parity condition that must hold surely, that is in all possible outcomes, and of a parity condition that must hold almost-surely, that is with probability 1. The…
Previous work has shown the effectiveness of random walk hitting times as a measure of dissimilarity in a variety of graph-based learning problems such as collaborative filtering, query suggestion or finding paraphrases. However,…
The max-min fair (MMF) multicasting problem is known to be NP-hard. In this work, we analytically derive the optimal solution to this NP-hard problem and establish the equivalence between rate balancing and the optimal MMF multicasting…
The debts' clearing problem is about clearing all the debts in a group of n entities (persons, companies etc.) using a minimal number of money transaction operations. The problem is known to be NP-hard in the strong sense. As for many…
Consider the following generalization of the classic binary search problem: A searcher is required to find a hidden target vertex $x$ in a graph $G$. To do so, they iteratively perform queries to an oracle, each about a chosen vertex $v$.…
The Graph Pricing problem is among the fundamental problems whose approximability is not well-understood. While there is a simple combinatorial 1/4-approximation algorithm, the best hardness result remains at 1/2 assuming the Unique Games…
This paper presents a novel and straight formulation, and gives a complete insight towards the understanding of the complexity of the problems of the so called NP-Class. In particular, this paper focuses in the Searching of the Optimal…
We prove that, assuming the exponential time hypothesis, finding an \epsilon-approximately optimal symmetric signaling scheme in a two-player zero-sum game requires quasi-polynomial time. This is tight by [Cheng et al., FOCS'15] and…
Infinitely repeated games can support cooperative outcomes that are not equilibria in the one-shot game. The idea is to make sure that any gains from deviating will be offset by retaliation in future rounds. However, this model of…
We study a tropical linear regression problem consisting in finding the best approximation of a set of points by a tropical hyperplane. We establish a strong duality theorem, showing that the value of this problem coincides with the maximal…
We study the traffic routing game among a large number of selfish drivers over a traffic network. We consider a specific scenario where the strategic drivers can be classified into teams, where drivers in the same team have identical payoff…
We analyze the computational complexity of the problem of deciding whether, for a given simple game, there exists the possibility of rearranging the participants in a set of $j$ given losing coalitions into a set of $j$ winning coalitions.…
The subset sum algorithm is a natural heuristic for the classical Bin Packing problem: In each iteration, the algorithm finds among the unpacked items, a maximum size set of items that fits into a new bin. More than 35 years after its first…
As the widely applied method for measuring matching assortativeness in a transferable utility matching game, a matching maximum score estimation is proposed by \cite{fox2010qe}. This article reveals that combining unmatched agents,…
We formulate a conjecture from graph theory that is equivalent to Nash-solvability of the finite two-person shortest path games with positive local costs. For the three-person games such conjecture fails.
We consider solutions of normal form games that are invariant under strategic equivalence. We consider additional properties that can be expected (or be desired) from a solution of a game, and we observe the following: - Even the weakest…
In numerous positional games the identity of the winner is easily determined. In this case one of the more interesting questions is not {\em who} wins but rather {\em how fast} can one win. These type of problems were studied earlier for…
In this work we face a challenging puzzle video game: A Good Snowman is Hard to Build. The objective of the game is to build snowmen by moving and stacking snowballs on a discrete grid. For the sake of player engagement with the game, it is…