Related papers: On Grid Graph Reachability and Puzzle Games
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…
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…
We study the problem of finding Stackelberg equilibria in games with a massive number of players. So far, the only known game instances in which the problem is solved in polynomial time are some particular congestion games. However, a…
We prove that a particular pushing-blocks puzzle is intractable in 3D. The puzzle, inspired by the game PushPush, consists of unit square blocks on an integer lattice. An agent may push blocks (but never pull them) in attempting to move…
In this contribution, we provide a comprehensive evaluation of graph neural networks applied to Boolean satisfiability problems, accompanied by an intuitive explanation of the mechanisms enabling the model to generalize to different…
Numerous tasks in program analysis and synthesis reduce to deciding reachability in possibly infinite graphs such as those induced by Petri nets. However, the Petri net reachability problem has recently been shown to require non-elementary…
We prove PSPACE-completeness of two classic types of Chess problems when generalized to n-by-n boards. A "retrograde" problem asks whether it is possible for a position to be reached from a natural starting position, i.e., whether the…
A set of n boxes, located on the vertices of a hypergraph G, contain known but different rewards. A Searcher opens all the boxes in some hyperedge of G with the objective of collecting the maximum possible total reward. Some of the boxes,…
Many interactions result in a socially suboptimal equilibrium, or in a non-equilibrium state, from which arriving at an equilibrium through simple dynamics can be impossible of too long. Aiming to achieve a certain equilibrium, we persuade,…
POMDPs are standard models for probabilistic planning problems, where an agent interacts with an uncertain environment. We study the problem of almost-sure reachability, where given a set of target states, the question is to decide whether…
Concavity and its refinements underpin tractability in multiplayer games, where players independently choose actions to maximize their own payoffs which depend on other players' actions. In concave games, where players' strategy sets are…
Graph games lie at the algorithmic core of many automated design problems in computer science. These are games usually played between two players on a given graph, where the players keep moving a token along the edges according to…
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 the standard setting of approachability there are two players and a target set. The players play repeatedly a known vector-valued game where the first player wants to have the average vector-valued payoff converge to the target set which…
We study a new reconfiguration problem inspired by classic mechanical puzzles: a colored token is placed on each vertex of a given graph; we are also given a set of distinguished cycles on the graph. We are tasked with rearranging the…
The additively separable hedonic game (ASHG) is a model of coalition formation games on graphs. In this paper, we intensively and extensively investigate the computational complexity of finding several desirable solutions, such as a Nash…
We investigate the reachability problem in symmetric vector addition systems with states (VASS), where transitions are invariant under a group of permutations of coordinates. One extremal case, the trivial groups, yields general VASS. In…
Accessibility education has been rarely incorporated into the high school curricula. This is a missed opportunity to equip next-generation software designers and decision-makers with knowledge, awareness, and empathy regarding accessibility…
In this thesis, we survey techniques and results from the study of Complexity Theory and Games. We then apply these techniques to obtain new results for previously unstudied games. Our contributions in the games Hexiom, Cut the Rope, and…
We consider an agent seeking to obtain an item, potentially available at different locations in a physical environment. The traveling costs between locations are known in advance, but there is only probabilistic knowledge regarding the…