Related papers: Evaluating Game Difficulty in Tetris Block Puzzle
Community-based graph clustering is one of the most popular topics in the analysis of complex social networks. This type of clustering involves grouping vertices that are considered to share more connections, whereas vertices in different…
We study the computational complexity of "public goods games on networks". In this model, each vertex in a graph is an agent that needs to take a binary decision of whether to "produce a good" or not. Each agent's utility depends on the…
We prove that a sufficiently strong parallel repetition theorem for a special case of multiplayer (multiprover) games implies super-linear lower bounds for multi-tape Turing machines with advice. To the best of our knowledge, this is the…
We study the complexity of computing equilibria in binary public goods games on undirected graphs. In such a game, players correspond to vertices in a graph and face a binary choice of performing an action, or not. Each player's decision…
Network design under uncertainty arises in countless real-world settings and can be captured by the Stochastic Steiner Tree Problem (SSTP). Although there are a few approaches specifically tailored to this stochastic optimization problem,…
We introduce a natural variant of weighted voting games, which we refer to as k-Prize Weighted Voting Games. Such games consist of n players with weights, and k prizes, of possibly differing values. The players form coalitions, and the i-th…
Traditional reinforcement learning (RL) environments typically are the same for both the training and testing phases. Hence, current RL methods are largely not generalizable to a test environment which is conceptually similar but different…
Greybox fuzzing is one of the most useful and effective techniques for the bug detection in large scale application programs. It uses minimal amount of instrumentation. American Fuzzy Lop (AFL) is a popular coverage based evolutionary…
We study the puzzle graphs of hexagonal sliding puzzles of various shapes and with various numbers of holes. The puzzle graph is a combinatorial model which captures the solvability and the complexity of sequential mechanical puzzles.…
Coalition formation studies how to partition a set of agents into disjoint coalitions under consideration of their preferences. We study the classical objective of stability in a variant of additively separable hedonic games where agents…
XBadges is a research project based on the hypothesis that commercial video games (nonserious games) can train soft skills. We measure persistence, spatial reasoning and risk taking before and after subjects participate in controlled game…
Spatial puzzles composed of rigid objects, flexible strings and holes offer interesting domains for reasoning about spatial entities that are common in the human daily-life's activities. The goal of this work is to investigate the automated…
Pattern-Based Constraint Satisfaction and Logic Puzzles develops a pure logic, pattern-based perspective of solving the finite Constraint Satisfaction Problem (CSP), with emphasis on finding the "simplest" solution. Different ways of…
Fuzzy clustering is a famous unsupervised learning method used to collecting similar data elements within cluster according to some similarity measurement. But, clustering algorithms suffer from some drawbacks. Among the main weakness…
This article is dedicated to the study of mixed zero-sum two-player stochastic differential games in the situation when the player's cost functionals are modeled by doubly controlled reflected backward stochastic equations with two barriers…
Poker is a family of card games that includes many variations. We hypothesize that most poker games can be solved as a pattern matching problem, and propose creating a strong poker playing system based on a unified poker representation. Our…
The game of chess is the most widely-studied domain in the history of artificial intelligence. The strongest programs are based on a combination of sophisticated search techniques, domain-specific adaptations, and handcrafted evaluation…
We prove that a variant of 2048, a popular online puzzle game, is PSPACE-Complete. Our hardness result holds for a version of the problem where the player has oracle access to the computer player's moves. Specifically, we show that for an…
Many puzzle video games, like Sokoban, involve moving some agent in a maze. The reachable locations are usually apparent for a human player, and the difficulty of the game is mainly related to performing actions on objects, such as pushing…
Games have benchmarked AI methods since the inception of the field, with classic board games such as Chess and Go recently leaving room for video games with related yet different sets of challenges. The set of AI problems associated with…