Related papers: Capture-Quiet Decomposition: A Verification Theore…
We develop an abstract axiomatic theory of tie-breaking. A tie-breaking input consists of a finite set N of players, a weak order on N representing the standings to be refined, and an auxiliary information item drawn from a set on which the…
Chess recognition is the task of extracting the chess piece configuration from a chessboard image. Current approaches use a pipeline of separate, independent, modules such as chessboard detection, square localization, and piece…
We have constructed endgame databases for all single-component positions up to 15 squares for Domineering, filled with exact Combinatorial Game Theory (CGT) values in canonical form. The most important findings are as follows. First, as an…
We study a class of games, in which the adversary (attacker) is to satisfy a complex mission specified in linear temporal logic, and the defender is to prevent the adversary from achieving its goal. A deceptive defender can allocate decoys,…
This paper provides a decomposition technique for the purpose of simplifying the solution of certain zero-sum differential games. The games considered terminate when the state reaches a target, which can be expressed as the union of a…
Three-way logical question answering (QA) assigns one of $\text{True}$, $\text{False}$, or $\text{Unknown}$ to a hypothesis $H$ given a premise set $S$. We study this task as a compact compositional inference problem: predictions for $H$…
A new concept, decomposition-unstable (DU) variety of a parametric polynomial system, is introduced in this paper and the stabilities of several triangular decomposition methods, such as characteristic set decomposition, relatively…
Multi-turn LLM evaluation is typically reported as a single win-rate scalar, conflating distinct capabilities. We introduce AIDG (Adversarial Information Deduction Game), formalizing multi-turn adversarial dialogue as a two-player partially…
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…
Once failure is irreversible, continuation payoffs cannot be meaningfully aggregated across strategies that differ in their survival properties. Standard scalar evaluation sidesteps this by arbitrarily completing payoffs beyond termination,…
Nash equilibrium (NE) is a central concept in game theory. Here we prove formally a published theorem on existence of an NE in two proof assistants, Coq and Isabelle: starting from a game with finitely many outcomes, one may derive a game…
Entanglement is a digraph complexity measure that origins in fixed-point theory. Its purpose is to count the nested depth of cycles in digraphs. In this paper we prove that the class of undirected graphs of entanglement at most $k$, for…
We study a variation of the cops and robber game characterising treewidth, where in each play at most q cops can be placed in order to catch the robber, where q is a parameter of the game. We prove that if k cops have a winning strategy in…
We use model-theoretic tools originating from stability theory to derive a result we call the Finitary Substitute Lemma, which intuitively says the following. Suppose we work in a stable graph class C, and using a first-order formula {\phi}…
Unifying equilibrium criticality and dynamical quantum phase transitions (DQPTs) under complex driving fields remains a profound challenge. Here, we decode this connection in the 2D strongly interacting Wen-plaquette model. By mapping its…
In 1953, Kuhn showed that every sequential game has a Nash equilibrium by showing that a procedure, named ``backward induction'' in game theory, yields a Nash equilibrium. It actually yields Nash equilibria that define a proper subclass of…
Uncertain information is commonplace in real-world data management scenarios. The ability to represent large sets of possible instances (worlds) while supporting efficient storage and processing is an important challenge in this context.…
An automatic table recognition method for interpretation of tabular data in document images majorly involves solving two problems of table detection and table structure recognition. The prior work involved solving both problems…
Encoding 2-player games in QBF correctly and efficiently is challenging and error-prone. To enable concise specifications and uniform encodings of games played on grid boards, like Tic-Tac-Toe, Connect-4, Domineering, Pursuer-Evader and…
Decomposition, i.e. independently analyzing possible subgames, has proven to be an essential principle for effective decision-making in perfect information games. However, in imperfect information games, decomposition has proven to be…