Related papers: On Grid Graph Reachability and Puzzle Games
We investigate the difficulty of finding economically efficient solutions to coordination problems on graphs. Our work focuses on two forms of coordination problem: pure-coordination games and anti-coordination games. We consider three…
With the advent of smart grid (SG) systems, electricity networks have been able to ensure greater efficiency and utility by interconnecting their grids through cloud-based technology. As SGs become increasingly complex, a wide range of…
Securing dynamic networks against adversarial actions is challenging because of the need to anticipate and counter strategic disruptions by adversarial entities within complex network structures. Traditional game-theoretic models, while…
The reachability problem asks to decide if there exists a path from one vertex to another in a digraph. In a grid digraph, the vertices are the points of a two-dimensional square grid, and an edge can occur between a vertex and its…
We consider the reachability problem for higher-order functional programs and study the relationship between reachability games (i.e., the reachability problem for programs with angelic and demonic nondeterminism) and may-reachability…
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 give a direct polynomial-time reduction from parity games played over the configuration graphs of collapsible pushdown systems to safety games played over the same class of graphs. That a polynomial-time reduction would exist was known…
The efficient and fair distribution of indivisible resources among agents is a common problem in the field of \emph{Multi-Agent-Systems}. We consider a graph-based version of this problem called Reachable Assignments, introduced by Gourves,…
A rotor walk in a directed graph can be thought of as a deterministic version of a Markov Chain, where a pebble moves from vertex to vertex following a simple rule until a terminal vertex, or sink, is reached. The ARRIVAL problem, as…
We build a general theory for characterizing the computational complexity of motion planning of robot(s) through a graph of "gadgets", where each gadget has its own state defining a set of allowed traversals which in turn modify the…
We study the computational complexity of distance games, a class of combinatorial games played on graphs. A move consists of colouring an uncoloured vertex subject to it not being at certain distances determined by two sets, D and S. D is…
We introduce a novel hierarchical reinforcement learning (HRL) framework that performs top-down recursive planning via learned subgoals, successfully applied to the complex combinatorial puzzle game Sokoban. Our approach constructs a…
This paper considers the problem of finding strategies that satisfy a mixture of sure and threshold objectives in Markov decision processes. We focus on a single $\omega$-regular objective expressed as parity that must be surely met while…
This paper introduces a set of formally defined and transparent problems for reinforcement learning algorithms with the following characteristics: (1) variable degrees of observability (non-Markov observations), (2) distal and sparse…
We initiate a general theory for analyzing the complexity of motion planning of a single robot through a graph of "gadgets", each with their own state, set of locations, and allowed traversals between locations that can depend on and change…
In the "Game about Squares" the task is to push unit squares on an integer lattice onto corresponding dots. A square can only be moved into one given direction. When a square is pushed onto a lattice point with an arrow the direction of the…
We consider multi-player graph games with partial-observation and parity objective. While the decision problem for three-player games with a coalition of the first and second players against the third player is undecidable, we present a…
We continue the investigation of finite-duration variants of infinite-duration games by extending known results for games played on finite graphs to those played on infinite ones. In particular, we establish an equivalence between pushdown…
As increasingly complex AI systems are introduced into our daily lives, it becomes important for such systems to be capable of explaining the rationale for their decisions and allowing users to contest these decisions. A significant hurdle…
Artificial intelligence is essential to succeed in challenging activities that involve dynamic environments, such as object manipulation tasks in indoor scenes. Most of the state-of-the-art literature explores robotic grasping methods by…