Related papers: Celeste is PSPACE-hard
This paper studies the complexity of solving two classes of non-cooperative games in a distributed manner in which the players communicate with a set of system nodes over noisy communication channels. The complexity of solving each game…
In an Avoider-Enforcer game, we are given a hypergraph. Avoider and Enforcer alternate in claiming an unclaimed vertex, until all the vertices of the hypergraph are claimed. Enforcer wins if Avoider claims all vertices of an edge; Avoider…
We investigate the computation of equilibria in extensive-form games where ex ante correlation is possible, focusing on correlated equilibria requiring the least amount of communication between the players and the mediator. Motivated by the…
This paper shows that P = NP = PSPACE. It also tackles Graph Isomorphism.
A major open question in algorithmic game theory is whether normal-form correlated equilibria (NFCE) can be computed efficiently in succinct games such as extensive-form games [DFF+25,6PR24,FP23,HvS08,VSF08,PR08]. Motivated by this…
Stackelberg planning is a recently introduced single-turn two-player adversarial planning model, where two players are acting in a joint classical planning task, the objective of the first player being hampering the second player from…
We study games with reachability objectives under energy constraints. We first prove that under strict energy constraints (either only lower-bound constraint or interval constraint), those games are LOGSPACE-equivalent to energy games with…
We propose a model for games in which the players have shared access to a blockchain that allows them to deploy smart contracts to act on their behalf. This changes fundamental game-theoretic assumptions about rationality since a contract…
We note the significance of hypergraphic planted clique (HPC) detection in the investigation of computational hardness for a range of tensor problems. We ask if more evidence for the computational hardness of HPC detection can be developed.…
Electric boolean games are compact representations of games where the players have qualitative objectives described by LTL formulae and have limited resources. We study the complexity of several decision problems related to the analysis of…
We study the computational complexity of an important property of simple, regular and weighted games, which is decisiveness. We show that this concept can naturally be represented in the context of hypergraph theory, and that decisiveness…
It is well known that Sparse PCA (Sparse Principal Component Analysis) is NP-hard to solve exactly on worst-case instances. What is the complexity of solving Sparse PCA approximately? Our contributions include: 1) a simple and efficient…
We analyze the computational complexity of the many types of pencil-and-paper-style puzzles featured in the 2016 puzzle video game The Witness. In all puzzles, the goal is to draw a simple path in a rectangular grid graph from a start…
We consider zero-sum stochastic differential games with possibly path-dependent controlled state. Unlike the previous literature, we allow for weak solutions of the state equation so that the players' controls are automatically of feedback…
In this paper, we investigate the rational synthesis problem for concurrent game structure for a variety of objectives ranging from reachability to Muller condition. We propose a new algorithm that establishes the decidability of the non…
Tetris Block Puzzle is a single player stochastic puzzle in which a player places blocks on an 8 x 8 grid to complete lines; its popular variants have amassed tens of millions of downloads. Despite this reach, there is little principled…
In this paper we introduce a new game; in this game there are two players who play as rival pirate gangs. The goal is to gather more treasure than your rival. The game is played on a graph and a player gathers treasure by moving to an…
Nowadays, the field of Artificial Intelligence in Computer Games (AI in Games) is going to be more alluring since computer games challenge many aspects of AI with a wide range of problems, particularly general problems. One of these kinds…
Consider an agent traversing a graph of "gadgets", each with local state that changes with each traversal by the agent. We characterize the complexity of universal traversal, where the goal is to traverse every gadget at least once, for DAG…
We show that the maximum success probability of players sharing quantum entanglement in a two-player game with classical questions of logarithmic length and classical answers of constant length is NP-hard to approximate to within constant…