Related papers: Temporal Explorability Games
We study how we can accelerate the spreading of information in temporal graphs via shifting operations; a problem that captures real-world applications varying from information flows to distribution schedules. In a temporal graph there is a…
Pebble games are single-player games on DAGs involving placing and moving pebbles on nodes of the graph according to a certain set of rules. The goal is to pebble a set of target nodes using a minimum number of pebbles. In this paper, we…
Two-player games on graphs is central in many problems in formal verification and program analysis such as synthesis and verification of open systems. In this work we consider solving recursive game graphs (or pushdown game graphs) that can…
Graph exploration is one of the fundamental tasks performed by a mobile agent in a graph. An $n$-node graph has unlabeled nodes, and all ports at any node of degree $d$ are arbitrarily numbered $0,\dots, d-1$. A mobile agent, initially…
Modern, inherently dynamic systems are usually characterized by a network structure, i.e. an underlying graph topology, which is subject to discrete changes over time. Given a static underlying graph $G$, a temporal graph can be represented…
Admissibility has been studied for games of infinite duration with Boolean objectives. We extend here this study to games of infinite duration with quantitative objectives. First, we show that, un- der the assumption that optimal worst-case…
In a reachability-time game, players Min and Max choose moves so that the time to reach a final state in a timed automaton is minimised or maximised, respectively. Asarin and Maler showed decidability of reachability-time games on strongly…
With increasing game size, a problem of computational complexity arises. This is especially true in real world problems such as in social systems, where there is a significant population of players involved in the game, and the complexity…
This paper considers the problem of solving infinite two-player games over finite graphs under various classes of progress assumptions motivated by applications in cyber-physical system (CPS) design. Formally, we consider a game graph G, a…
We study hedonic coalition formation games in which cooperation among the players is restricted by a graph structure: a subset of players can form a coalition if and only if they are connected in the given graph. We investigate the…
Given a graph $G$, a set $S$ of vertices in $G$ is a general position set if no triple of vertices from $S$ lie on a common shortest path in $G$. The general position achievement/avoidance game is played on a graph $G$ by players A and B…
An average-time game is played on the infinite graph of configurations of a finite timed automaton. The two players, Min and Max, construct an infinite run of the automaton by taking turns to perform a timed transition. Player Min wants to…
Moving an autonomous agent through an unknown environment is one of the crucial problems for robotics and network analysis. Therefore, it received a lot of attention in the last decades and was analyzed in many different settings. The graph…
We prove that a variant of 2048, a popular online puzzle game, is PSPACE-Complete. Our hardness result holds for a version of the problem where the player has oracle access to the computer player's moves. Specifically, we show that for an…
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…
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…
In this paper we will be introducing a type of game which as far as this author is aware has never been studied before. These are games where there are two players, one who is trying to get one of his pieces, called a King to a predefined…
In general, finite concurrent two-player reachability games are only determined in a weak sense: the supremum probability to win can be approached via stochastic strategies, but cannot be realized. We introduce a class of concurrent games…
In the Travelling Salesman Problem, every vertex of an edge-weighted graph has to be visited by an agent who traverses the edges of the graph. In this problem, it is usually assumed that the costs of each edge are given in advance, making…
Temporal networks are a class of time-varying networks, which change their topology according to a given time-ordered sequence of static networks (known as subsystems). This paper investigates the reachability and controllability of…