Related papers: PushPush is NP-hard in 3D
It is NP-hard to decide if a given pure-strategy Nash equilibrium of a given three-player game in strategic form with integer payoffs is trembling hand perfect.
We analyse the computational complexity of finding Nash equilibria in turn-based stochastic multiplayer games with omega-regular objectives. We show that restricting the search space to equilibria whose payoffs fall into a certain interval…
Can agents be trained to answer difficult mathematical questions by playing a game? We consider the integer feasibility problem, a challenge of deciding whether a system of linear equations and inequalities has a solution with integer…
We study the problem of computing stationary Nash equilibria in discounted perfect information stochastic games from the viewpoint of computational complexity. For two-player games we prove the problem to be in PPAD, which together with a…
In combinatorial reconfiguration, the reconfiguration problems on a vertex subset (e.g., an independent set) are well investigated. In these problems, some tokens are placed on a subset of vertices of the graph, and there are three natural…
When agents are acting together, they may need a simple mechanism to decide on joint actions. One possibility is to have the agents express their preferences in the form of a ballot and use a voting rule to decide the winning action(s).…
By adding human-imperceptible noise to clean images, the resultant adversarial examples can fool other unknown models. Features of a pixel extracted by deep neural networks (DNNs) are influenced by its surrounding regions, and different…
Multi-pushdown systems are a standard model for concurrent recursive programs, but they have an undecidable reachability problem. Therefore, there have been several proposals to underapproximate their sets of runs so that reachability in…
The ball-constrained weighted maximin dispersion problem $(\rm P_{ball})$ is to find a point in an $n$-dimensional Euclidean ball such that the minimum of the weighted Euclidean distance from given $m$ points is maximized. We propose a new…
In this paper we study the NP-Hard problem of maximizing the distance over an intersection of balls to a given point. We expand the results found in \cite{funcos1}, where the authors characterize the farthest in an intersection of balls…
We investigate the complexity of the reachability problem for (deep) neural networks: does it compute valid output given some valid input? It was recently claimed that the problem is NP-complete for general neural networks and…
The vertex cover problem is one of the most important and intensively studied combinatorial optimization problems. Khot and Regev (2003) proved that the problem is NP-hard to approximate within a factor $2 - \epsilon$, assuming the Unique…
For many voting rules, it is NP-hard to compute a successful manipulation. However, NP-hardness only bounds the worst-case complexity. Recent theoretical results suggest that manipulation may often be easy in practice. We study empirically…
Tracer-media interactions can give rise to transport phenomena beyond classical models; e.g., obstacle pushing can eliminate percolation. We demonstrate that the existing explanation of this effect fails in 3D. We show that confinement is…
We prove that it is PPAD-hard to compute a Nash equilibrium in a tree polymatrix game with twenty actions per player. This is the first PPAD hardness result for a game with a constant number of actions per player where the interaction graph…
Tetris Block Puzzle is a single player stochastic puzzle in which a player places blocks on an 8 x 8 grid to complete lines; its popular variants have amassed tens of millions of downloads. Despite this reach, there is little principled…
We study pursuit-evasion in a polygonal environment with polygonal obstacles. In this turn based game, an evader $e$ is chased by pursuers $p_1, p_2, ..., p_{\ell}$. The players have full information about the environment and the location…
This work shows new results on the complexity of games Jelly-No and Hanano with various constraints on the size of the board and number of colours. Hanano and Jelly-No are one-player, 2D side-view puzzle games with a dynamic board…
This paper studies a large class of two-player perfect-information turn-based parity games on infinite graphs, namely those generated by collapsible pushdown automata. The main motivation for studying these games comes from the connections…
Zeiger is a pencil puzzle consisting of a rectangular grid, with each cell having an arrow pointing in horizontal or vertical direction. Some cells also contain a positive integer. The objective of this puzzle is to fill a positive integer…