Related papers: Temporal Explorability Games
Graph colouring is a fundamental problem for networks, serving as a tool for avoiding conflicts via symmetry breaking, for example, avoiding multiple computer processes simultaneously updating the same resource. This paper considers a…
Dynamic networks are graphs in which edges are available only at specific time instants, modeling connections that change over time. The dynamic network creation game studies this setting as a strategic interaction where each vertex…
The fully dynamic transitive closure problem asks to maintain reachability information in a directed graph between arbitrary pairs of vertices, while the graph undergoes a sequence of edge insertions and deletions. The problem has been…
We study the computational complexity of distance games, a class of combinatorial games played on graphs. A move consists of colouring an uncoloured vertex subject to it not being at certain distances determined by two sets, D and S. D is…
We define reachability games based on Dynamic Epistemic Logic (DEL), where the players' actions are finely described as DEL action models. We first consider the setting where an external controller with perfect information interacts with an…
We study versions of cop and robber pursuit-evasion games on the visibility graphs of polygons, and inside polygons with straight and curved sides. Each player has full information about the other player's location, players take turns, and…
Extensive-form games constitute the standard representation scheme for games with a temporal component. But do all extensive-form games correspond to protocols that we can implement in the real world? We often rule out games with imperfect…
We study multiplayer reachability games played on a finite directed graph equipped with target sets, one for each player. In those reachability games, it is known that there always exists a Nash equilibrium (NE) and a subgame perfect…
We investigate the interrelation between graph searching games and games with imperfect information. As key consequence we obtain that parity games with bounded imperfect information can be solved in PTIME on graphs of bounded DAG-width…
We consider a search and rescue game introduced recently by the first author. An immobile target or targets (for example, injured hikers) are hidden on a graph. The terrain is assumed to dangerous, so that when any given vertex of the graph…
A periodic temporal graph, in its simplest form, is a graph in which every edge appears exactly once in the first $\Delta$ time steps, and then it reappears recurrently every $\Delta$ time steps, where $\Delta$ is a given period length.…
Unlike normal-form games, where correlated equilibria have been studied for more than 45 years, extensive-form correlation is still generally not well understood. Part of the reason for this gap is that the sequential nature of…
Given a graph $G$ and two vertices $s$ and $t$ in it, {\em graph reachability} is the problem of checking whether there exists a path from $s$ to $t$ in $G$. We show that reachability in directed layered planar graphs can be decided in…
We present the first comprehensive analysis of temporal settings for directed temporal graphs, fully resolving their hierarchy with respect to support, reachability, and induced-reachability equivalence. These notions, introduced by…
We consider the computational complexity of pure Nash equilibria in graphical games. It is known that the problem is NP-complete in general, but tractable (i.e., in P) for special classes of graphs such as those with bounded treewidth. It…
We consider concurrent games played on graphs. At every round of a game, each player simultaneously and independently selects a move; the moves jointly determine the transition to a successor state. Two basic objectives are the safety…
In a temporal forest each edge has an associated set of time labels that specify the time instants in which the edges are available. A temporal path from vertex $u$ to vertex $v$ in the forest is a selection of a label for each edge in the…
We prove computational intractability of variants of checkers: (1) deciding whether there is a move that forces the other player to win in one move is NP-complete; (2) checkers where players must always be able to jump on their turn is…
We introduce a new type of positional games, played on a vertex set of a graph. Given a graph $G$, two players claim vertices of $G$, where the outcome of the game is determined by the subgraphs of $G$ induced by the vertices claimed by…
We address the problem of solving parity games with imperfect information on finite graphs of bounded structural complexity. It is a major open problem whether parity games with perfect information can be solved in PTIME. Restricting the…