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We analyze the puzzle video game This Game Is Not Going To Load Itself, where the player routes data packets of three different colors from given sources to given sinks of the correct color. Given the sources, sinks, and some previously…
A sliding puzzle is a combination puzzle where a player slide pieces along certain routes on a board to reach a certain end-configuration. In this paper, we propose a novel measurement of complexity of massive sliding puzzles with…
Player-Compatible Equilibrium (PCE) imposes cross-player restrictions on the magnitudes of the players' "trembles" onto different strategies. These restrictions capture the idea that trembles correspond to deliberate experiments by agents…
Human computation games (HCGs) can provide novel solutions to intractable computational problems, help enable scientific breakthroughs, and provide datasets for artificial intelligence. However, our knowledge about how to design and deploy…
In order to coordinate players in a game must first identify a target pattern of behaviour. In this paper we investigate the difficulty of identifying prominent outcomes in two kinds of binary action coordination problems in social…
Games on graphs provide a natural and powerful model for reactive systems. In this paper, we consider generalized reachability objectives, defined as conjunctions of reachability objectives. We first prove that deciding the winner in such…
We study multiplayer quantitative reachability games played on a finite directed graph, where the objective of each player is to reach his target set of vertices as quickly as possible. Instead of the well-known notion of Nash equilibrium…
We study \emph{partial-information} two-player turn-based games on graphs with omega-regular objectives, when the partial-information player has \emph{limited memory}. Such games are a natural formalization for reactive synthesis when the…
This paper is both an introduction and an invitation. It is an introduction to CARLE, a Life-like cellular automata simulator and reinforcement learning environment. It is also an invitation to Carle's Game, a challenge in open-ended…
We introduce and study Certificate Game complexity, a measure of complexity based on the probability of winning a game where two players are given inputs with different function values and are asked to output some index $i$ such that…
We are going to show that some variants of a puzzle called Pull in which the boxes have handles (i.e. we can only pull the boxes in certain directions) are NP-hard
In many multiagent environments, a designer has some, but limited control over the game being played. In this paper, we formalize this by considering incompletely specified games, in which some entries of the payoff matrices can be chosen…
Nowadays game engines are imperative for building 3D applications and games. This is for the reason that the engines appreciably reduce resources for employing obligatory but intricate utilities. This paper elucidates about a game engine…
We analyse the computational complexity of finding Nash equilibria in simple stochastic multiplayer games. We show that restricting the search space to equilibria whose payoffs fall into a certain interval may lead to undecidability. In…
We consider the pebble game on DAGs with bounded fan-in introduced in [Paterson and Hewitt '70] and the reversible version of this game in [Bennett '89], and study the question of how hard it is to decide exactly or approximately the number…
This paper provides a complexity analysis for the game of reconnaissance blind chess (RBC), a recently-introduced variant of chess where each player does not know the positions of the opponent's pieces a priori but may reveal a subset of…
We analyze the computational complexity of Tetris clearing (determining whether the player can clear an initial board using a given sequence of pieces) and survival (determining whether the player can avoid losing before placing all the…
In this paper, we analyse a misere tree searching game, where players take turns to guess vertices in a tree with a secret `poisoned' vertex. After each turn, the guessed vertex is removed from the tree and the game continues on the…
We investigate the complexity of the separation problem associated to classes of regular languages. For a class C, C-separation takes two regular languages as input and asks whether there exists a third language in C which includes the…
Concurrent games with a fixed number of agents have been thoroughly studied, with various solution concepts and objectives for the agents. In this paper, we consider concurrent games with an arbitrary number of agents, and study the problem…