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Workloads in data processing clusters are often represented in the form of DAG (Directed Acyclic Graph) jobs. Scheduling DAG jobs is challenging. Simple heuristic scheduling algorithms are often adopted in practice in production data…
We study zero-sum games, a variant of the classical combinatorial Subtraction games (studied for example in the monumental work "Winning Ways", by Berlekamp, Conway and Guy), called Cumulative Subtraction (CS). Two players alternate in…
Recent advances in Deep Learning have led to a significant performance increase on several NLP tasks, however, the models become more and more computationally demanding. Therefore, this paper tackles the domain of computationally efficient…
We study the computational complexity of solving stochastic games with mean-payoff objectives. Instead of identifying special classes in which simple strategies are sufficient to play $\epsilon$-optimally, or form $\epsilon$-Nash…
Computing worst-case robust strategies in pursuit-evasion games (PEGs) is time-consuming, especially when real-world factors like partial observability are considered. While important for general security purposes, real-time applicable…
Learning directed acyclic graphs (DAGs) from data is a challenging task both in theory and in practice, because the number of possible DAGs scales superexponentially with the number of nodes. In this paper, we study the problem of learning…
The cumulative pebbling complexity of a directed acyclic graph $G$ is defined as $\mathsf{cc}(G) = \min_P \sum_i |P_i|$, where the minimum is taken over all legal (parallel) black pebblings of $G$ and $|P_i|$ denotes the number of pebbles…
We expand the theory of pebbling to graphs with weighted edges. In a weighted pebbling game, one player distributes a set amount of weight on the edges of a graph and his opponent chooses a target vertex and places a configuration of…
Computing the simulation preorder of a given Kripke structure (i.e., a directed graph with $n$ labeled vertices) has crucial applications in model checking of temporal logic. It amounts to solving a specific two-players reachability game,…
Recent advancements in algorithms for sequential decision-making under imperfect information have shown remarkable success in large games such as limit- and no-limit poker. These algorithms traditionally formalize the games using the…
The 'exact subgraph' approach was recently introduced as a hierarchical scheme to get increasingly tight semidefinite programming relaxations of several NP-hard graph optimization problems. Solving these relaxations is a computational…
Graph games provide the foundation for modeling and synthesizing reactive processes. In the synthesis of stochastic reactive processes, the traditional model is perfect-information stochastic games, where some transitions of the game graph…
Partial graph matching extends traditional graph matching by allowing some nodes to remain unmatched, enabling applications in more complex scenarios. However, this flexibility introduces additional complexity, as both the subset of nodes…
We present a new algorithm for exactly solving decision making problems represented as influence diagrams. We do not require the usual assumptions of no forgetting and regularity; this allows us to solve problems with simultaneous decisions…
We propose a class of cooperative games, called d Partitioned Compbinatorial Optimization Games (PCOGs). The input of PCOG consists of a set of agents and a combinatorial structure (typically a graph) with a fixed optimization goal on this…
Computation in several real-world applications like probabilistic machine learning, sparse linear algebra, and robotic navigation, can be modeled as irregular directed acyclic graphs (DAGs). The irregular data dependencies in DAGs pose…
Graph partitioning is a key fundamental problem in the area of big graph computation. Previous works do not consider the practical requirements when optimizing the big data analysis in real applications. In this paper, motivated by…
Partial edge drawing (PED) is a drawing style for non-planar graphs, in which edges are drawn only partially as pairs of opposing stubs on the respective end-vertices. In a PED, by erasing the central parts of edges, all edge crossings and…
The recent advent of programmable switches makes distributed algorithms readily deployable in real-world datacenter networks. However, there are still gaps between theory and practice that prevent the smooth adaptation of CONGEST algorithms…
For any configuration of pebbles on the nodes of a graph, a pebbling move replaces two pebbles on one node by one pebble on an adjacent node. A cover pebbling is a move sequence ending with no empty nodes. The number of pebbles needed for a…