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Gradient-based methods for two-player games produce rich dynamics that can solve challenging problems, yet can be difficult to stabilize and understand. Part of this complexity originates from the discrete update steps given by simultaneous…
Recent work has considered natural variations of the multi-armed bandit problem, where the reward distribution of each arm is a special function of the time passed since its last pulling. In this direction, a simple (yet widely applicable)…
Capacitated network bargaining games are popular combinatorial games that involve the structure of matchings in graphs. We show that it is always possible to stabilize unit-weight instances of this problem (that is, ensure that they admit a…
Consider a variant of Tetris played on a board of width $w$ and infinite height, where the pieces are axis-aligned rectangles of arbitrary integer dimensions, the pieces can only be moved before letting them drop, and a row does not…
The New York Times (NYT) games have found widespread popularity in recent years and reportedly account for an increasing fraction of the newspaper's readership. In this paper, we bring the computational lens to the study of New York Times…
Hex and Counter Wargames are adversarial two-player simulations of real military conflicts requiring complex strategic decision-making. Unlike classical board games, these games feature intricate terrain/unit interactions, unit stacking,…
This study employs gamified experiments to investigate and refine the Schelling Model of Segregation, a framework that demonstrates how individual preferences can lead to systemic segregation. Using a movement selection algorithm derived…
Artificial intelligence (AI) has achieved superhuman performance in board games such as Go, chess, and Othello (Reversi). In other words, the AI system surpasses the level of a strong human expert player in such games. In this context, it…
The template design problem (TDP) is a hard combinatorial problem with a high number of symmetries which makes solving it more complicated. A number of techniques have been proposed in the literature to optimise its resolution, ranging from…
Rule-based systems are a very popular form of explainable AI, particularly in the fuzzy community, where fuzzy rules are widely used for control and classification problems. However, fuzzy rule-based classifiers struggle to reach bigger…
Simple games cover voting systems in which a single alternative, such as a bill or an amendment, is pitted against the status quo. A simple game or a yes-no voting system is a set of rules that specifies exactly which collections of ``yea''…
Automated design of multi-agent interactions with desirable equilibrium outcomes is inherently difficult due to the computational hardness, non-uniqueness, and instability of the resulting equilibria. In this work, we propose the use of…
The main focus of this paper is the study of efficient multigrid methods for large linear systems with a particular saddle-point structure. Indeed, when the system matrix is symmetric, but indefinite, the variational convergence theory that…
Graph Pebbling is a well-studied single-player game on graphs. We introduce the game of Blocking Pebbles which adapts Graph Pebbling into a two-player strategy game in order to examine it within the context of Combinatorial Game Theory.…
In recent years, Artificial Intelligence (AI) systems have surpassed human intelligence in a variety of computational tasks. However, AI systems, like humans, make mistakes, have blind spots, hallucinate, and struggle to generalize to new…
The balancing process for game levels in a competitive two-player context involves a lot of manual work and testing, particularly in non-symmetrical game levels. In this paper, we propose an architecture for automated balancing of…
In network congestion games, system operators often utilize latency models, estimated from real-world traffic flow and travel time data, to design monetary incentives which steer equilibrium user behaviors towards lowering system-wide…
Based on a previous generalization by the author of Latin squares to Latin boards, this paper generalizes partial Latin squares and related objects like partial Latin squares, completable partial Latin squares and Latin square puzzles. The…
Network congestion games are a convenient model for reasoning about routing problems in a network: agents have to move from a source to a target vertex while avoiding congestion, measured as a cost depending on the number of players using…
This paper presents an advanced mathematical analysis and simplification of the quadratic programming problem arising from fuzzy clustering with generalized capacity constraints. We extend previous work by incorporating broader balancing…