Related papers: Temporal Explorability Games
Consider the following one-player game played on an initially empty graph with $n$ vertices. At each stage a randomly selected new edge is added and the player must immediately color the edge with one of $r$ available colors. Her objective…
Online computation is a concept to model uncertainty where not all information on a problem instance is known in advance. An online algorithm receives requests which reveal the instance piecewise and has to respond with irrevocable…
Given a directed graph and a source vertex, the fully dynamic single-source reachability problem is to maintain the set of vertices that are reachable from the given vertex, subject to edge deletions and insertions. It is one of the most…
Computing a (short) path between two vertices is one of the most fundamental primitives in graph algorithmics. In recent years, the study of paths in temporal graphs, that is, graphs where the vertex set is fixed but the edge set changes…
We consider two-player turn-based games with zero-reachability and zero-safety objectives generated by extended vector addition systems with states. Although the problem of deciding the winner in such games is undecidable in general, we…
A game-theoretic model for the study of dynamic networks is analyzed. The model is motivated by communication networks that are subject to failure of nodes and where the restoration needs resources. The corresponding two-player game is…
We show that for every probability p with 0 < p < 1, computation of all-terminal graph reliability with edge failure probability p requires time exponential in Omega(m/ log^2 m) for simple graphs of m edges under the Exponential Time…
In this paper, we consider the problem of exploring unknown environments with autonomous agents. We model the environment as a graph with edge weights and analyze the task of visiting all vertices of the graph at least once. The hardness of…
We consider the $n\times n$ game of Phutball. It is shown that, given an arbitrary position of stones on the board, it is a PSPACE-hard problem to determine whether the specified player can win the game, regardless of the opponent's choices…
We consider finite-state concurrent stochastic games, played by k>=2 players for an infinite number of rounds, where in every round, each player simultaneously and independently of the other players chooses an action, whereafter the…
We build a general theory for characterizing the computational complexity of motion planning of robot(s) through a graph of "gadgets", where each gadget has its own state defining a set of allowed traversals which in turn modify the…
Removing all connections between two vertices s and z in a graph by removing a minimum number of vertices is a fundamental problem in algorithmic graph theory. This (s,z)-separation problem is well-known to be polynomial solvable and serves…
The satisfiability problem for branching-time temporal logics like CTL*, CTL and CTL+ has important applications in program specification and verification. Their computational complexities are known: CTL* and CTL+ are complete for doubly…
The visual complexity of a graph drawing is defined as the number of geometric objects needed to represent all its edges. In particular, one object may represent multiple edges, e.g., one needs only one line segment to draw two collinear…
We propose the ``Competing Salesmen Problem'' (CSP), a 2-player competitive version of the classical Traveling Salesman Problem. This problem arises when considering two competing salesmen instead of just one. The concern for a shortest…
We study the complexity of problems related to subgame-perfect equilibria (SPEs) in infinite duration non zero-sum multiplayer games played on finite graphs with parity objectives. We present new complexity results that close gaps in the…
We consider Blackwell approachability, a very powerful and geometric tool in game theory, used for example to design strategies of the uninformed player in repeated games with incomplete information. We extend this theory to "generalized…
Bertrand et al. [1] (LMCS 2019) describe two-player zero-sum games in which one player tries to achieve a reachability objective in $n$ games (on the same finite arena) simultaneously by broadcasting actions, and where the opponent has full…
A \emph{temporal graph} is, informally speaking, a graph that changes with time. When time is discrete and only the relationships between the participating entities may change and not the entities themselves, a temporal graph may be viewed…
A searcher is tasked with exploring a graph with edge lengths and vertex weights, starting from a designated vertex. Initially, only the starting vertex is considered explored. At each step, the searcher adds an edge to the solution,…