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Contention resolution schemes (or CR schemes), introduced by Chekuri, Vondrak and Zenklusen, are a class of randomized rounding algorithms for converting a fractional solution to a relaxation for a down-closed constraint family into an…
The complexity of computing equilibrium refinements has been at the forefront of algorithmic game theory research, but it has remained open in the seminal class of potential games; we close this fundamental gap in this paper. We first show…
Parameterized complexity seeks to use input structure to obtain faster algorithms for NP-hard problems. This has been most successful for graphs of low treewidth: Many problems admit fast algorithms relative to treewidth and many of them…
Consensus problems for strings and sequences appear in numerous application contexts, ranging from bioinformatics over data mining to machine learning. Closing some gaps in the literature, we show that several fundamental problems in this…
We consider the Tutte polynomial of three classes of greedoids: those arising from rooted graphs, rooted digraphs and binary matrices. We establish the computational complexity of evaluating each of these polynomials at each fixed rational…
In this article, we study the behavior of a broad family of real sequences derived from randomized one-pile subtraction games. For any subtraction set $S$, we allow any valid number of chips $s\in S$ to be removed at equal probability at…
We study the computational complexity of routing multiple objects through a network in such a way that only few collisions occur: Given a graph $G$ with two distinct terminal vertices and two positive integers $p$ and $k$, the question is…
It is well-known (cf. K.-Pudl\'ak 1989) that a polynomial time algorithm finding tautologies hard for a propositional proof system $P$ exists iff $P$ is not optimal. Such an algorithm takes $1^{(k)}$ and outputs a tautology $\tau_k$ of size…
We study the class of languages, denoted by $\MIP[k, 1-\epsilon, s]$, which have $k$-prover games where each prover just sends a \emph{single} bit, with completeness $1-\epsilon$ and soundness error $s$. For the case that $k=1$ (i.e., for…
The Consensus Clustering problem has been introduced as an effective way to analyze the results of different microarray experiments. The problem consists of looking for a partition that best summarizes a set of input partitions (each…
Discrete tomography deals with reconstructing finite spatial objects from lower dimensional projections and has applications for example in timetable design. In this paper we consider the problem of reconstructing a tile packing from its…
Swish is a card game in which players are given cards having symbols (hoops and balls), and find a valid superposition of cards, called a "swish." Dailly, Lafourcade, and Marcadet (FUN 2024) studied a generalized version of Swish and showed…
Building on the results published in arxiv:2004.12849 we present a general framework for demonstrating the NP-hardness of satisfying many genres of loop and path puzzles using a 'T-metacell' gadget. We then use this to prove the…
Solving SharpSAT problems is an important area of work. In this paper, we discuss implementing Tetris, an algorithm originally designed for handling natural joins, as an exact model counter for the SharpSAT problem. Tetris uses a simple…
In games with imperfect recall, players may forget the sequence of decisions they made in the past. When players also forget whether they have already encountered their current decision point, they are said to be absent-minded. Solving…
This contribution investigates the computational complexity of simulating linear ordinary differential equations (ODEs) on digital computers. We provide an exact characterization of the complexity blowup for a class of ODEs of arbitrary…
For an NP intersect coNP function g of the Nisan-Wigderson type and a string b outside its range we consider a two player game on a common input a to the function. One player, a computationally limited Student, tries to find a bit of g(a)…
This paper presents an algorithm for computing the contraction of two-dimensional tensor networks on a square lattice; and we combine it with solving congruence equations to compute the exact enumeration (including weighted enumeration) of…
We propose a novel method applicable in many scene understanding problems that adapts the Monte Carlo Tree Search (MCTS) algorithm, originally designed to learn to play games of high-state complexity. From a generated pool of proposals, our…
We revisit the coalition structure generation problem in which the goal is to partition the players into exhaustive and disjoint coalitions so as to maximize the social welfare. One of our key results is a general polynomial-time algorithm…