Related papers: Not all Chess960 positions are equally complex
Games on graphs provide a natural and powerful model for reactive systems. In this paper, we consider generalized reachability objectives, defined as conjunctions of reachability objectives. We first prove that deciding the winner in such…
A multiclass queue with many servers is considered, where customers make a join-or-leave decision upon arrival based on queue length information, without knowing the scheduling policy or the state of other queues. A game theoretic…
The growing adoption of large language models (LLMs) in finance exposes high-stakes decision-making to subtle, underexamined positional biases. The complexity and opacity of modern model architectures compound this risk. We present the…
Performative prediction captures the phenomenon where deploying a predictive model shifts the underlying data distribution. While simple retraining dynamics are known to converge linearly when the performative effects are weak ($\rho < 1$),…
The Hotelling-Downs model is a natural and appealing model for understanding strategic positioning by candidates in elections. In this model, voters are distributed on a line, representing their ideological position on an issue. Each…
Strategic classification studies the design of a classifier robust to the manipulation of input by strategic individuals. However, the existing literature does not consider the effect of competition among individuals as induced by the…
This paper provides a systematic study of the robust Stackelberg equilibrium (RSE), which naturally generalizes the widely adopted solution concept of the strong Stackelberg equilibrium (SSE). The RSE accounts for any possible…
This paper presents a data-driven statistical framework to quantify the role of skill in games, addressing the long-standing question of whether success in a game is predominantly driven by skill or chance. We analyze player level data from…
The present paper gives a statistical adventure towards exploring the average case complexity behavior of computer algorithms. Rather than following the traditional count based analytical (pen and paper) approach, we instead talk in terms…
We consider the existence and computational complexity of coalitional stability concepts based on social networks. Our concepts represent a natural and rich combinatorial generalization of a recent approach termed partition equilibrium. We…
We introduce symmetric cone games (SCGs), a broad class of multi-player games where each player's strategy lies in a generalized simplex (the trace-one slice of a symmetric cone). This framework unifies a wide spectrum of settings,…
We consider non-cooperative facility location games where both facilities and clients act strategically and heavily influence each other. This contrasts established game-theoretic facility location models with non-strategic clients that…
The majority of machine learning methods can be regarded as the minimization of an unavailable risk function. To optimize the latter, given samples provided in a streaming fashion, we define a general stochastic Newton algorithm and its…
A 5x5 board is the smallest board on which one can set up all kind of chess pieces as a start position. We consider Gardner's minichess variant in which all pieces are set as in a standard chessboard (from Rook to King). This game has…
We study the computation of approximate pure Nash equilibria in Shapley value (SV) weighted congestion games, introduced in [19]. This class of games considers weighted congestion games in which Shapley values are used as an alternative (to…
We introduce a new class of balanced allocation processes which bias towards underloaded bins (those with load below the mean load) either by skewing the probability by which a bin is chosen for an allocation (probability bias), or…
In general, Nash equilibria in normal-form games may require players to play (probabilistically) mixed strategies. We define a measure of the complexity of finite probability distributions and study the complexity required to play Nash…
We prove PSPACE-completeness of two classic types of Chess problems when generalized to n-by-n boards. A "retrograde" problem asks whether it is possible for a position to be reached from a natural starting position, i.e., whether the…
In imperfect information games, the evaluation of a game state not only depends on the observable world but also relies on hidden parts of the environment. As accessing the obstructed information trivialises state evaluations, one approach…
We consider the following scheduling problem. There is a single machine and the jobs will arrive for completion online. Each job j is preemptive and, upon its arrival, its other characteristics are immediately revealed to the machine: the…