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The online algorithm design was proposed to handle the caching problem when the future information is unknown. And currently, it draws more and more attentions from the researchers from the areas of microgrid, where the production of…
Any sports competition needs a timetable, specifying when and where teams meet each other. The recent International Timetabling Competition (ITC2021) on sports timetabling showed that, although it is possible to develop general algorithms,…
A tournament is an oriented complete graph. The problem of ranking tournaments was firstly investigated by P. Erd\H{o}s and J. W. Moon. By probabilistic methods, the existence of "unrankable" tournaments was proved. On the other hand, they…
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…
The selection of the most appropriate algorithm to solve a given problem instance, known as algorithm selection, is driven by the potential to capitalize on the complementary performance of different algorithms across sets of problem…
Game balancing is an important part of the (computer) game design process, in which designers adapt a game prototype so that the resulting gameplay is as entertaining as possible. In industry, the evaluation of a game is often based on…
We consider a multi-player non-zero-sum turn-based game (abbreviated as multi-player game) on a finite directed graph. A secure equilibrium (SE) is a strategy profile in which no player has the incentive to deviate from the strategy because…
Current discrete randomness and information conservation inequalities are over total recursive functions, i.e. restricted to deterministic processing. This restriction implies that an algorithm can break algorithmic randomness conservation…
Asking which sets are fixed-parameter tractable for a given parameterization constitutes much of the current research in parameterized complexity theory. This approach faces some of the core difficulties in complexity theory. By focussing…
We give a fixed-parameter tractable (FPT) approximation algorithm computing the path-width of a tournament, and more generally, of a semi-complete digraph. Based on this result, we prove that topological containment and rooted immersion…
The organizer of a machine learning competition faces the problem of maintaining an accurate leaderboard that faithfully represents the quality of the best submission of each competing team. What makes this estimation problem particularly…
A tournament organizer must select one of $n$ possible teams as the winner of a competition after observing all $\binom{n}{2}$ matches between them. The organizer would like to find a tournament rule that simultaneously satisfies the…
We present a functional framework for automated mechanism design based on a two-stage game model of strategic interaction between the designer and the mechanism participants, and apply it to several classes of two-player infinite games of…
Historically applied exclusively to perfect information games, depth-limited search with value functions has been key to recent advances in AI for imperfect information games. Most prominent approaches with strong theoretical guarantees…
Consider a round-robin tournament on n teams, where a winner must be (possibly randomly) selected as a function of the results from the ${n \choose 2}$ pairwise matches. A tournament rule is said to be k-SNM-${\alpha}$ if no set of k teams…
Combinatorial games lead to several interesting, clean problems in algorithms and complexity theory, many of which remain open. The purpose of this paper is to provide an overview of the area to encourage further research. In particular, we…
In the paper, we define a new parameter for tournaments called degreewidth which can be seen as a measure of how far is the tournament from being acyclic. The degreewidth of a tournament $T$ denoted by $\Delta(T)$ is the minimum value $k$…
In many multiagent environments, a designer has some, but limited control over the game being played. In this paper, we formalize this by considering incompletely specified games, in which some entries of the payoff matrices can be chosen…
Algorithm designers increasingly optimize not only for accuracy, but also for the fairness of the algorithm across pre-defined groups. We study the tradeoff between fairness and accuracy for any given set of inputs to the algorithm. We…
We study the complexity of solving two-player infinite duration games played on a fixed finite graph, where the control of a node is not predetermined but rather assigned randomly. In classic random-turn games, control of each node is…