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The article focuses on word (or string) attractors, which are sets of positions related to the text compression efficiency of the underlying word. The article presents two combinatorial algorithms based on Suffix automata or Directed…
Twenty questions is a widely popular verbal game. In recent years, many computerized versions of this game have been developed in which a user thinks of an entity and a computer attempts to guess this entity by asking a series of…
Collapsi is a two-player game of complete information released in June 2025 by Mark S. Ball of Riffle Shuffle & Roll. Played with two pawns on a toroidal board of 16 randomly mixed playing cards, players take it in turns to move based on…
The traveling tournament problem (TTP) is to minimize the total traveling distance of all teams in a double round-robin tournament. In this paper, we focus on TTP-2, in which each team plays at most two consecutive home games and at most…
At the end, the house always wins! This simple truth holds for all public games of chance. Nevertheless, since lotteries have existed, people have tried everything to give luck a helping hand. This article compares objective scientific…
We consider a card guessing game with complete feedback. An ordered deck of $n$ cards labeled $1$ up to $n$ is riffle-shuffled exactly one time. Given a value $p\in(0{,}1)\setminus\{\frac12\}$, the riffle shuffle is assumed to be…
Consider QBF, the Quantified Boolean Formula problem, as a combinatorial game ruleset. The problem is rephrased as determining the winner of the game where two opposing players take turns assigning values to boolean variables. In this…
We consider the fundamental derandomization problem of deterministically finding a satisfying assignment to a CNF formula that has many satisfying assignments. We give a deterministic algorithm which, given an $n$-variable…
We present a generic strategy iteration algorithm (GSIA) to find an optimal strategy of a simple stochastic game (SSG). We prove the correctness of GSIA, and derive a general complexity bound, which implies and improves on the results of…
We study the online preemptive scheduling of intervals and jobs (with restarts). Each interval or job has an arrival time, a deadline, a length and a weight. The objective is to maximize the total weight of completed intervals or jobs.…
Prompt-based learning has been proved to be an effective way in pre-trained language models (PLMs), especially in low-resource scenarios like few-shot settings. However, the trustworthiness of PLMs is of paramount significance and potential…
Maximum weight matching is one of the most fundamental combinatorial optimization problems with a wide range of applications in data mining and bioinformatics. Developing distributed weighted matching algorithms is challenging due to the…
We consider two-player zero-sum games on graphs. These games can be classified on the basis of the information of the players and on the mode of interaction between them. On the basis of information the classification is as follows: (a)…
This work proposes a procedure for designing algorithms for specific adaptive data collection tasks like active learning and pure-exploration multi-armed bandits. Unlike the design of traditional adaptive algorithms that rely on…
Inferring an appropriate DTD or XML Schema Definition (XSD) for a given collection of XML documents essentially reduces to learning deterministic regular expressions from sets of positive example words. Unfortunately, there is no algorithm…
We present a new approach, called a lazy matching, to the problem of on-line matching on bipartite graphs. Imagine that one side of a graph is given and the vertices of the other side are arriving on-line. Originally, incoming vertex is…
In this paper, we study the average case complexity of the Unique Games problem. We propose a natural semi-random model, in which a unique game instance is generated in several steps. First an adversary selects a completely satisfiable…
Consider the problem of guessing the realization of a random vector $\textbf{X}$ by repeatedly submitting queries (guesses) of the form "Is $\textbf{X}$ equal to $\textbf{x}$?" until an affirmative answer is obtained. In this setup, a key…
The game of Othello is one of the world's most complex and popular games that has yet to be computationally solved. Othello has roughly ten octodecillion (10 to the 58th power) possible game records and ten octillion (10 to the 28th power)…
At present, most Natural Language Processing technology is based on the results of Word Segmentation for Dependency Parsing, which mainly uses an end-to-end method based on supervised learning. There are two main problems with this method:…