Related papers: Not all Chess960 positions are equally complex
We study kill-and-restart and preemptive strategies for the fundamental scheduling problem of minimizing the sum of weighted completion times on a single machine in the non-clairvoyant setting. First, we show a lower bound of~$3$ for any…
Competitive selection processes, from scientific funding to admissions and hiring, use evaluations to score candidates, and eventually choose a subset of them based on those scores. Recently, many organizations have adopted partial…
A fundamental property of choice functions is stability, which, loosely speaking, prescribes that choice sets are invariant under adding and removing unchosen alternatives. We provide several structural insights that improve our…
The computational characterization of game-theoretic solution concepts is a central topic in artificial intelligence, with the aim of developing computationally efficient tools for finding optimal ways to behave in strategic interactions.…
The weight initialization and the activation function of deep neural networks have a crucial impact on the performance of the training procedure. An inappropriate selection can lead to the loss of information of the input during forward…
We consider a general class of Bayesian Games where each players utility depends on his type (possibly multidimensional) and on the strategy profile and where players' types are distributed independently. We show that if their full…
We analyse the computational complexity of finding Nash equilibria in turn-based stochastic multiplayer games with omega-regular objectives. We show that restricting the search space to equilibria whose payoffs fall into a certain interval…
Current chess rating systems update ratings incrementally and may not always accurately reflect a player's true strength at all times, especially for rapidly improving players or very rusty players. To overcome this, we explore a method to…
We study discrete preference games in heterogeneous social networks. These games model the interplay between a player's private belief and his/her publicly stated opinion (which could be different from the player's belief) as a strategic…
We analyze the computational complexity of optimally playing the two-player board game Push Fight, generalized to an arbitrary board and number of pieces. We prove that the game is PSPACE-hard to decide who will win from a given position,…
We study the computational complexity of an important property of simple, regular and weighted games, which is decisiveness. We show that this concept can naturally be represented in the context of hypergraph theory, and that decisiveness…
Among the strategic choices made by today's economic actors are choices about algorithms and computational resources. Different access to computational resources may result in a kind of economic asymmetry analogous to information asymmetry.…
We consider a weighted Shapley network design game, where selfish players choose paths in a network to minimize their cost. The cost function of each edge in the network is affine linear with respect to the sum of weights of the players who…
This paper contributes to the program of numerical characterisation and classification of simple games outlined in the classical monograph of von Neumann and Morgenstern (1944). One of the most fundamental questions of this program is what…
This article investigates the influence of luck and strategic considerations on performance of teams participating in the M6 investment challenge. We find that there is insufficient evidence to suggest that the extreme Sharpe ratios…
$S$ equilibrium synthesizes a century of game-theoretic modeling. $S$-beliefs determine choices as in the refinement literature and level-$k$, without anchoring on Nash equilibrium or imposing ad hoc belief formation. $S$-choices allow for…
We construct subgame-perfect equilibria with mixed strategies for symmetric stochastic timing games with arbitrary strategic incentives. The strategies are qualitatively different for local first- or second-mover advantages, which we…
We study routing games where every agent sequentially decides her next edge when she obtains the green light at each vertex. Because every edge only has capacity to let out one agent per round, an edge acts as a FIFO waiting queue that…
We consider a two-round election model involving $m$ voters and $n$ candidates. Each voter is endowed with a strict preference list ranking the candidates. In the first round, the candidates are partitioned into two subsets, $A$ and $B$,…
Motivated by recent work on scheduling with predicted job sizes, we consider the performance of scheduling algorithms with minimal advice, namely a single bit. Besides demonstrating the power of very limited advice, such schemes are quite…