Related papers: Deterministic Algorithmic Approaches to Solve Gene…
When modeling real world domains we have to deal with information that is incomplete or that comes from sources with different trust levels. This motivates the need for managing uncertainty in the Semantic Web. To this purpose, we…
We study parity games in which one of the two players controls only a small number $k$ of nodes and the other player controls the $n-k$ other nodes of the game. Our main result is a fixed-parameter algorithm that solves bipartite parity…
We investigate certain word-construction games with variable turn orders. In these games, Alice and Bob take turns on choosing consecutive letters of a word of fixed length, with Alice winning if the result lies in a predetermined target…
A synchronizing word of a deterministic finite complete automaton is a word whose action maps every state to a single one. Finding a shortest or a short synchronizing word is a central computational problem in the theory of synchronizing…
This paper introduces a novel algorithm for two-player deterministic games with perfect information, which we call PROBS (Predict Results of Beam Search). Unlike existing methods that predominantly rely on Monte Carlo Tree Search (MCTS) for…
Our ignorance of the winnability percentage of the solitaire card game `Klondike' has been described as ``one of the embarrassments of applied mathematics''. Klondike, the game in the Windows Solitaire program, is just one of many…
We present a series of results regarding conceptually simple algorithms for bipartite matching in various online and related models. We first consider a deterministic adversarial model. The best approximation ratio possible for a one-pass…
This paper introduces a simple efficient learning algorithms for general sequential decision making. The algorithm combines Optimism for exploration with Maximum Likelihood Estimation for model estimation, which is thus named OMLE. We prove…
I consider the natural infinitary variations of the games Wordle and Mastermind, as well as their game-theoretic variations Absurdle and Madstermind, considering these games with infinitely long words and infinite color sequences and…
We propose an algorithm for schema-based determinization of finite automata on words and of step-wise hedge automata on nested words. The idea is to integrate schema-based cleaning directly into automata determinization. We prove the…
Much of the advancement in Multi-Agent Reinforcement Learning (MARL) for imperfect-information games has historically depended on the manual, iterative refinement of algorithmic baselines. Recently, evolutionary coding agents powered by…
Turn-based discounted-sum games are two-player zero-sum games played on finite directed graphs. The vertices of the graph are partitioned between player 1 and player 2. Plays are infinite walks on the graph where the next vertex is decided…
We consider concurrent games played on graphs. At every round of a game, each player simultaneously and independently selects a move; the moves jointly determine the transition to a successor state. Two basic objectives are the safety…
In this paper we consider a scenario where there are several algorithms for solving a given problem. Each algorithm is associated with a probability of success and a cost, and there is also a penalty for failing to solve the problem. The…
Probabilistic puzzles can be confusing, partly because they are formulated in natural languages - full of unclarities and ambiguities - and partly because there is no widely accepted and intuitive formal language to express them. We propose…
This paper proposes an optimization algorithm based on how human fight and learn from each duelist. Since this algorithm is based on population, the proposed algorithm starts with an initial set of duelists. The duel is to determine the…
We study turn-based stochastic zero-sum games with lexicographic preferences over reachability and safety objectives. Stochastic games are standard models in control, verification, and synthesis of stochastic reactive systems that exhibit…
In this paper, we consider lightweight decentralised algorithms for achieving consensus in distributed systems. Each member of a distributed group has a private value from a fixed set consisting of, say, two elements, and the goal is for…
In the design of algorithms, the greedy paradigm provides a powerful tool for solving efficiently classical computational problems, within the framework of procedural languages. However, expressing these algorithms within the declarative…
As a contribution to the challenge of building game-playing AI systems, we develop and analyse a formal language for representing and reasoning about strategies. Our logical language builds on the existing general Game Description Language…