相关论文: Threes!, Fives, 1024!, and 2048 are Hard
We study computational aspects of three prominent voting rules that use approval ballots to elect multiple winners. These rules are satisfaction approval voting, proportional approval voting, and reweighted approval voting. We first show…
We study the computational complexity of the Buttons \& Scissors game and obtain sharp thresholds with respect to several parameters. Specifically we show that the game is NP-complete for $C = 2$ colors but polytime solvable for $C = 1$.…
The Nakamura number of a simple game plays a critical role in preference aggregation (or multi-criterion ranking): the number of alternatives that the players can always deal with rationally is less than this number. We comprehensively…
We investigate the complexity of bounding the uncertainty of graphical games, and we provide new insight into the intrinsic difficulty of computing Nash equilibria. In particular, we show that, if one adds very simple and natural additional…
The 15 puzzle is a classic reconfiguration puzzle with fifteen uniquely labeled unit squares within a $4 \times 4$ board in which the goal is to slide the squares (without ever overlapping) into a target configuration. By generalizing the…
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 prove PSPACE-hardness for fifteen games in the Super Mario Bros. 2D platforming video game series. Previously, only the original Super Mario Bros. was known to be PSPACE-hard (FUN 2016), though several of the games we study were known to…
We prove NP-hardness results for five of Nintendo's largest video game franchises: Mario, Donkey Kong, Legend of Zelda, Metroid, and Pokemon. Our results apply to generalized versions of Super Mario Bros. 1-3, The Lost Levels, and Super…
Red-blue pebble games model the computation cost of a two-level memory hierarchy. We present various hardness results in different red-blue pebbling variants, with a focus on the oneshot model. We first study the relationship between…
We prove computational intractability of variants of checkers: (1) deciding whether there is a move that forces the other player to win in one move is NP-complete; (2) checkers where players must always be able to jump on their turn is…
In many multiagent environments, a designer has some, but limited control over the game being played. In this paper, we formalize this by considering incompletely specified games, in which some entries of the payoff matrices can be chosen…
We show that the Minesweeper game is PP-hard, when the object is to locate all mines with the highest probability. When the probability of locating all mines may be infinitesimal, the Minesweeper game is even PSPACE-complete. In our…
The rank of a bimatrix game (A,B) is defined as rank(A+B). Computing a Nash equilibrium (NE) of a rank-$0$, i.e., zero-sum game is equivalent to linear programming (von Neumann'28, Dantzig'51). In 2005, Kannan and Theobald gave an FPTAS for…
The space of finite games can be decomposed into three orthogonal subspaces [5], which are the subspaces of pure potential games, nonstrategic games and pure harmonic games. The orthogonal projections onto these subspaces are represented as…
Poset games have been the object of mathematical study for over a century, but little has been written on the computational complexity of determining important properties of these games. In this introduction we develop the fundamentals of…
We study algorithmic complexity of solving subtraction games in a~fixed dimension with a finite difference set. We prove that there exists a game in this class such that any algorithm solving the game runs in exponential time. Also we prove…
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).…
Adversarial multiplayer games are an important object of study in multiagent learning. In particular, polymatrix zero-sum games are a multiplayer setting where Nash equilibria are known to be efficiently computable. Towards understanding…
The game of SET is a popular card game in which the objective is to form Sets using cards from a special deck. In this paper we study single- and multi-round variations of this game from the computational complexity point of view and…
In this paper, we address a natural question at the intersection of combinatorial game theory and computational complexity: "Can a sum of simple tepid games in canonical form be intractable?" To resolve this fundamental question, we…