Related papers: Symmetric Sudoku-Type Games from Perfect Codes
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…
A new construction is proposed for low density parity check (LDPC) codes using quadratic permutation polynomials over finite integer rings. The associated graphs for the new codes have both algebraic and pseudo-random nature, and the new…
Simple stochastic games are turn-based 2.5-player zero-sum graph games with a reachability objective. The problem is to compute the winning probability as well as the optimal strategies of both players. In this paper, we compare the three…
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…
We consider recursive decoding techniques for RM codes, their subcodes, and newly designed codes. For moderate lengths up to 512, we obtain near-optimum decoding with feasible complexity.
We introduce quantitative reductions, a novel technique for structuring the space of quantitative games and solving them that does not rely on a reduction to qualitative games. We show that such reductions exhibit the same desirable…
We develop value iteration-based algorithms to solve in a unified manner different classes of combinatorial zero-sum games with mean-payoff type rewards. These algorithms rely on an oracle, evaluating the dynamic programming operator up to…
We study symmetric bimatrix games that also have the common-payoff property, i.e., the two players receive the same payoff at any outcome of the game. Due to the symmetry property, these games are guaranteed to have symmetric Nash…
We describe a generalization of the group testing problem termed symmetric group testing. Unlike in classical binary group testing, the roles played by the input symbols zero and one are "symmetric" while the outputs are drawn from a…
Linear complementary dual (LCD) codes are linear codes which intersect their dual codes trivially, which have been of interest and extensively studied due to their practical applications in computational complexity and information…
We provide an algorithm to find the value and an optimal strategy of the solitaire variant of the Ten Thousand dice game in the framework of Markov Control Processes. Once an optimal critical threshold is found, the set of non-stopping…
We investigate the computation of equilibria in extensive-form games where ex ante correlation is possible, focusing on correlated equilibria requiring the least amount of communication between the players and the mediator. Motivated by the…
Perfect Matching-Cut is the problem of deciding whether a graph has a perfect matching that contains an edge-cut. We show that this problem is NP-complete for planar graphs with maximum degree four, for planar graphs with girth five, for…
Several works have shown unconditional hardness (via integrality gaps) of computing equilibria using strong hierarchies of convex relaxations. Such results however only apply to the problem of computing equilibria that optimize a certain…
We discuss how to construct limit shapes for the domino tiling model (square lattice dimer model) and $5$-vertex model, in appropriate polygonal domains. Our methods are based on the harmonic extension method of [R. Kenyon and I. Prause,…
Two kinds of approximation algorithms exist for the k-BALANCED PARTITIONING problem: those that are fast but compute unsatisfying approximation ratios, and those that guarantee high quality ratios but are slow. In this paper we prove that…
We define and analyze the notion of variational Wardrop equilibrium for nonatomic aggregative games with an infinity of players types. These equilibria are characterized through an infinite-dimensional variational inequality. We show, under…
The ``losing positions" of certain combinatorial games constitute linear error detecting and correcting codes. We show that a large class of games that can be cast in the form of *annihilation games*, provides a potentially polynomial…
A perfect cuboid is a rectangular parallelepiped whose all linear extents are given by integer numbers, i. e. its edges, its face diagonals, and its space diagonal are of integer lengths. None of perfect cuboids is known thus far. Their…
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…