Related papers: Perfect Information Hearthstone is PSPACE-hard
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 complexity properties of modern puzzle games, Hexiom, Cut the Rope and Back to Bed. The complexity of games plays an important role in the type of experience they provide to players. Back to Bed is shown to be PSPACE-Hard…
In many applications, we want to influence the decisions of independent agents by designing incentives for their actions. We revisit a fundamental problem in this area, called GAME IMPLEMENTATION: Given a game in standard form and a set of…
In this Information system age many organizations consider information system as their weapon to compete or gain competitive advantage or give the best services for non profit organizations. Game Information System as combining Information…
Two-player complete-information game trees are perhaps the simplest possible setting for studying general-sum games and the computational problem of finding equilibria. These games admit a simple bottom-up algorithm for finding subgame…
Simple stochastic games are turn-based 2.5-player games with a reachability objective. The basic question asks whether one player can ensure reaching a given target with at least a given probability. A natural extension is games with a…
We settle two long-standing complexity-theoretical questions-open since 1981 and 1993-in combinatorial game theory (CGT). We prove that the Grundy value (a.k.a. nim-value, or nimber) of Undirected Geography is PSPACE-complete to compute.…
Temporal graphs extend ordinary graphs with discrete time that affects the availability of edges. We consider solving games played on temporal graphs where one player aims to explore the graph, i.e., visit all vertices. The complexity…
In this paper, we study the cooperative card game, The Crew: The Quest for Planet Nine from the viewpoint of algorithmic combinatorial game theory. The Crew: The Quest for Planet Nine, is a game based on traditional trick-taking card games,…
We study algorithmic complexity of solving subtraction games in a~fixed dimension with a finite difference set. We prove that there exists a game in this class such that any algorithm solving the game runs in exponential time. Also we prove…
The Shapley value is the solution concept in cooperative game theory that is most used in both theoretical as practical settings. Unfortunately, computing the Shapley value is computationally intractable in general. This paper focuses on…
We consider extensive games with perfect information with well-founded game trees and study the problems of existence and of characterization of the sets of subgame perfect equilibria in these games. We also provide such characterizations…
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…
Several algorithms have been proposed to compute partitions of networks into communities that score high on a graph clustering index called modularity. While publications on these algorithms typically contain experimental evaluations to…
In simple card games, cards are dealt one at a time and the player guesses each card sequentially. We study problems where feedback (e.g. correct/incorrect) is given after each guess. For decks with repeated values (as in blackjack where…
We introduce a problem class we call Polynomial Constraint Satisfaction Problems, or PCSP. Where the usual CSPs from computer science and optimization have real-valued score functions, and partition functions from physics have monomials,…
We consider a deterministic game with alternate moves and complete information, of which the issue is always the victory of one of the two opponents. We assume that this game is the realization of a random model enjoying some independence…
The Set Cover Problem (SCP) and the Hitting Set Problem (HSP) are well-studied optimization problems. In this paper we introduce the Reward-Penalty-Selection Problem (RPSP) which can be understood as a combination of the SCP and the HSP…
We study 2-player turn-based perfect-information stochastic games with countably infinite state space. The players aim at maximizing/minimizing the probability of a given event (i.e., measurable set of infinite plays), such as reachability,…
Accurately quantifying player experience is challenging for many reasons: identifying a ground truth and building validated and reliable scales are both challenging tasks; on top of that, empirical results are often moderated by individual…