Related papers: Computational Complexity of Swish
In this note, we consider the uncrossing game for a skew-supermodular function $f$, which is a two-player game with players, Red and Blue, and abstracts the uncrossing procedure in the cut-covering linear program associated with $f$.…
In this paper, we show that the problem of determining whether one player can force a win in a multiplayer version of the children's card game War is PSPACE-hard. The same reduction shows that a related problem, asking whether a player can…
Weighted voting games are a well-known and useful class of succinctly representable simple games that have many real-world applications, e.g., to model collective decision-making in legislative bodies or shareholder voting. Among the…
Many of the famous single-player games, commonly called puzzles, can be shown to be NP-Complete. Indeed, this class of complexity contains hundreds of puzzles, since people particularly appreciate completing an intractable puzzle, such as…
We analyze the mixing time of a popular shuffling machine known as the shelf shuffler. It is a modified version of a $2m$-handed riffle shuffle ($m=10$ in casinos) in which a deck of $n$ cards is split multinomially into $2m$ piles, the…
In the stable marriage and roommates problems, a set of agents is given, each of them having a strictly ordered preference list over some or all of the other agents. A matching is a set of disjoint pairs of mutually accepted agents. If any…
We investigate the complexity of bounding the uncertainty of graphical games, and we provide new insight into the intrinsic difficulty of computing Nash equilibria. In particular, we show that, if one adds very simple and natural additional…
We introduce a new family of one-player games, involving the movement of coins from one configuration to another. Moves are restricted so that a coin can be placed only in a position that is adjacent to at least two other coins. The goal of…
We study the computation of Nash equilibria in a two-player normal form game from the perspective of parameterized complexity. Recent results proved hardness for a number of variants, when parameterized by the support size. We complement…
We show that the problem of deciding whether the vertex set of a graph can be covered with at most two bicliques is in NP$\cap$coNP. We thus almost determine the computational complexity of a problem whose status has remained open for quite…
Counter reachability games are played by two players on a graph with labelled edges. Each move consists in picking an edge from the current location and adding its label to a counter vector. The objective is to reach a given counter value…
We characterise the classes of tournaments with tractable first-order model checking. For every hereditary class of tournaments $\mathcal T$, first-order model checking is either fixed parameter tractable or $\textrm{AW}[*]$-hard. This…
A formal n-square is the set of positions in an square matrix of size n. A shuffle of a formal n-square consists of independent rotations of each row and of each column. A key result turns out to be valid at least for n <= 34 and n = 37:…
We show that the Minesweeper game is PP-hard, when the object is to locate all mines with the highest probability. When the probability of locating all mines may be infinitesimal, the Minesweeper game is even PSPACE-complete. In our…
We present a unifying representation of computation as a two-player game between an \emph{Algorithm} and \emph{Nature}, grounded in domain theory and game theory. The Algorithm produces progressively refined approximations within a Scott…
The framework outlined in [arXiv:2010.13024] provides an approximation algorithm for computing Nash equilibria of normal form games. Since NASH is a well-known PPAD-complete problem, this framework has potential applications to other $PPAD$…
Chessboard and chess piece recognition is a computer vision problem that has not yet been efficiently solved. However, its solution is crucial for many experienced players who wish to compete against AI bots, but also prefer to make…
The $\mathcal{D}$-process is a single player game in which the player is initially presented the empty graph on $n$ vertices. In each step, a subset of edges $X$ is independently sampled according to a distribution $\mathcal{D}$. The player…
We prove communication complexity lower bounds for (possibly mixed) Nash equilibrium in potential games. In particular, we show that finding a Nash equilibrium requires $poly(N)$ communication in two-player $N \times N$ potential games, and…
The constraint satisfaction problem (CSP) involves deciding, given a set of variables and a set of constraints on the variables, whether or not there is an assignment to the variables satisfying all of the constraints. One formulation of…