Related papers: Faster Game Solving by Fixpoint Acceleration
Capacitated network bargaining games are popular combinatorial games that involve the structure of matchings in graphs. We show that it is always possible to stabilize unit-weight instances of this problem (that is, ensure that they admit a…
The computation of the winning set for parity objectives and for Streett objectives in graphs as well as in game graphs are central problems in computer-aided verification, with application to the verification of closed systems with strong…
This paper considers a class of noncooperative games in which the feasible decision sets of all players are coupled together by a coupled inequality constraint. Adopting the variational inequality formulation of the game, we first introduce…
We use matrix iteration theory to characterize acceleration in smooth games. We define the spectral shape of a family of games as the set containing all eigenvalues of the Jacobians of standard gradient dynamics in the family. Shapes…
Equilibrium finding in two-player zero-sum games with perfect recall is a well-studied topic that has led to many breakthroughs in computational game theory. This paper aims to generalize such techniques to (timeable) two-player zero-sum…
We study the alternating gradient descent-ascent (AltGDA) algorithm in two-player zero-sum games. Alternating methods, where players take turns to update their strategies, have long been recognized as simple and practical approaches for…
We present practical linear and almost linear-time algorithms to compute a chain decomposition of a directed acyclic graph (DAG), $G=(V,E)$. The number of vertex-disjoint chains computed is very close to the minimum. The time complexity of…
This paper mainly conducts further research to alleviate the issue of limit cycling behavior in training generative adversarial networks (GANs) through the proposed predictive centripetal acceleration algorithm (PCAA). Specifically, we…
The scheduling and schedulability analysis of real-time directed acyclic graph (DAG) task systems have received much recent attention. The DAG model can accurately represent intra-task parallelim and precedence constraints existing in many…
We consider the PC-algorithm Spirtes et. al. (2000) for estimating the skeleton of a very high-dimensional acyclic directed graph (DAG) with corresponding Gaussian distribution. The PC-algorithm is computationally feasible for sparse…
This work proposes a novel distributed approach for computing a Nash equilibrium in convex games with merely monotone and restricted strongly monotone pseudo-gradients. By leveraging the idea of the centralized operator extrapolation method…
For a class of finite elements approximations for linear stochastic parabolic PDEs it is proved that one can accelerate the rate of convergence by Richardson extrapolation. More precisely, by taking appropriate mixtures of finite elements…
This work addresses the NP-Hard problem of acyclic directed acyclic graph (DAG) partitioning problem. The acyclic partitioning problem is defined as partitioning the vertex set of a given directed acyclic graph into disjoint and…
The problem of learning a directed acyclic graph (DAG) up to Markov equivalence is equivalent to the problem of finding a permutation of the variables that induces the sparsest graph. Without additional assumptions, this task is known to be…
Nesterov's accelerated gradient method (NAG) is widely used in problems with machine learning background including deep learning, and is corresponding to a continuous-time differential equation. From this connection, the property of the…
Parity games play an important role in model checking and synthesis. In their paper, Calude et al. have shown that these games can be solved in quasi-polynomial time. We show that their algorithm can be implemented efficiently: we use their…
In recent work, Watanabe, Eberhart, Asada, and Hasuo have shown that parity games can be seen as string diagrams, that is, as the morphisms of a symmetric monoidal category, an algebraic structure with two different operations of…
We consider the classic motion planning problem defined over a roadmap in which a vehicle seeks to find an optimal path from a source to a destination in presence of an attacker who can launch attacks on the vehicle over any edge of the…
Nesterov's accelerated gradient descent (AGD), an instance of the general family of "momentum methods", provably achieves faster convergence rate than gradient descent (GD) in the convex setting. However, whether these methods are superior…
A classic result in the theory of extensive-form games asserts that the set of strategies available to any perfect-recall player is strategically equivalent to a low-dimensional convex polytope, called the sequence-form polytope. Online…