Related papers: Amazons is PSPACE-complete
Classical objectives in two-player zero-sum games played on graphs often deal with limit behaviors of infinite plays: e.g., mean-payoff and total-payoff in the quantitative setting, or parity in the qualitative one (a canonical way to…
In this paper, we introduce a two-player impartial game on graphs, called a {\em feedback game}, which is a variant of the generalized geography. We study the feedback game on Eulerian graphs. In particular, we show that the…
We study the computational complexity of finding stable outcomes in hedonic games, which are a class of coalition formation games. We restrict our attention to symmetric additively-separable hedonic games, which are a nontrivial subclass of…
We introduce a generalization of "Solo Chess", a single-player variant of the game that can be played on chess.com. The standard version of the game is played on a regular 8 x 8 chessboard by a single player, with only white pieces, using…
The concept of nimbers--a.k.a. Grundy-values or nim-values--is fundamental to combinatorial game theory. Nimbers provide a complete characterization of strategic interactions among impartial games in their disjunctive sums as well as the…
The semigroup game is a two-person zero-sum game defined on a semigroup S as follows: Players 1 and 2 choose elements x and y in S, respectively, and player 1 receives a payoff f(xy) defined by a function f from S to [-1,1]. If the…
Congestion games are a classical type of games studied in game theory, in which n players choose a resource, and their individual cost increases with the number of other players choosing the same resource. In network congestion games…
Arc-Kayles is a game where two players alternate removing two adjacent vertices until no move is left, the winner being the player who played the last move. Introduced in 1978, its computational complexity is still open. More recently,…
Games with incomplete preferences are an important model for studying rational decision-making in scenarios where players face incomplete information about their preferences and must contend with incomparable outcomes. We study the problem…
We study the complexity of solving two-player infinite duration games played on a fixed finite graph, where the control of a node is not predetermined but rather assigned randomly. In classic random-turn games, control of each node is…
Concavity and its refinements underpin tractability in multiplayer games, where players independently choose actions to maximize their own payoffs which depend on other players' actions. In concave games, where players' strategy sets are…
Developing autonomous agents that can strategize and cooperate with humans under information asymmetry is challenging without effective communication in natural language. We introduce a shared-control game, where two players collectively…
AlphaZero-style reinforcement learning (RL) algorithms have achieved superhuman performance in many complex board games such as Chess, Shogi, and Go. However, we showcase that these algorithms encounter significant and fundamental…
To make AI systems broadly useful for challenging real-world tasks, we need them to learn complex human goals and preferences. One approach to specifying complex goals asks humans to judge during training which agent behaviors are safe and…
Let $(X, \mathcal{F})$ be a hypergraph. The Maker-Breaker game on $(X, \mathcal{F})$ is a combinatorial game between two players, Maker and Breaker. Beginning with Maker, the players take turns claiming vertices from $X$ that have not yet…
We prove PSPACE-completeness of several reversible, fully deterministic systems. At the core, we develop a framework for such proofs (building on a result of Tsukiji and Hagiwara and a framework for motion planning through gadgets), showing…
While Nash equilibrium in extensive-form games is well understood, very little is known about the properties of extensive-form correlated equilibrium (EFCE), both from a behavioral and from a computational point of view. In this setting,…
We introduce and study Minkowski games. These are two player games, where the players take turns to chose positions in $\mathbb{R}^d$ based on some rules. Variants include boundedness games, where one player wants to keep the positions…
Strategy improvement is a widely-used and well-studied class of algorithms for solving graph-based infinite games. These algorithms are parameterized by a switching rule, and one of the most natural rules is "all switches" which switches as…
Pebble games are single-player games on DAGs involving placing and moving pebbles on nodes of the graph according to a certain set of rules. The goal is to pebble a set of target nodes using a minimum number of pebbles. In this paper, we…