相关论文: Computing Power Indices in Weighted Majority Games…
Consider a two-player zero-sum stochastic game where the transition function can be embedded in a given feature space. We propose a two-player Q-learning algorithm for approximating the Nash equilibrium strategy via sampling. The algorithm…
We improve the complexity of solving parity games (with priorities in vertices) for $d={\omega}(\log n)$ by a factor of ${\theta}(d^2)$: the best complexity known to date was $O(mdn^{1.45+\log_2(d/\log_2(n))})$, while we obtain…
We investigate the practical aspects of computing the necessary and possible winners in elections over incomplete voter preferences. In the case of the necessary winners, we show how to implement and accelerate the polynomial-time algorithm…
Change-point problems have appeared in a great many applications for example cancer genetics, econometrics and climate change. Modern multiscale type segmentation methods are considered to be a statistically efficient approach for multiple…
We consider the problem of finding \textit{semi-matching} in bipartite graphs which is also extensively studied under various names in the scheduling literature. We give faster algorithms for both weighted and unweighted case. For the…
SHAP (SHapley Additive exPlanations) has become a popular method to attribute the prediction of a machine learning model on an input to its features. One main challenge of SHAP is the computation time. An exact computation of Shapley values…
We revisit Christol's theorem on algebraic power series in positive characteristic and propose yet another proof for it. This new proof combines several ingredients and advantages of existing proofs, which make it very well-suited for…
We study parity games in which one of the two players controls only a small number $k$ of nodes and the other player controls the $n-k$ other nodes of the game. Our main result is a fixed-parameter algorithm that solves bipartite parity…
We prove that finding an epsilon-Nash equilibrium in a succinctly representable game with many players is PPAD-hard for constant epsilon. Our proof uses succinct games, i.e. games whose payoff function is represented by a circuit. Our…
There has been significant recent progress in algorithms for approximation of Nash equilibrium in large two-player zero-sum imperfect-information games and exact computation of Nash equilibrium in multiplayer strategic-form games. While…
We introduce a quantitative framework for separating skill and chance in games by modeling them as complementary sources of control over stochastic decision trees. We define the Skill-Luck Index S(G) in [-1, 1] by decomposing game outcomes…
Quantum signal processing (QSP) is a powerful quantum algorithm to exactly implement matrix polynomials on quantum computers. Asymptotic analysis of quantum algorithms based on QSP has shown that asymptotically optimal results can in…
In this brief, we improve the Broad Learning System (BLS) [7] by reducing the computational complexity of the incremental learning for added inputs. We utilize the inverse of a sum of matrices in [8] to improve a step in the pseudoinverse…
A two-player one-round binary game consists of two cooperative players who each replies by one bit to a message that he receives privately; they win the game if both questions and answers satisfy some predetermined property. A game is…
Rating systems play an important role in competitive sports and games. They provide a measure of player skill, which incentivizes competitive performances and enables balanced match-ups. In this paper, we present a novel Bayesian rating…
This work formalizes efficient Fast Fourier-based multiplication algorithms for polynomials in quotient rings such as $\mathbb{Z}_{m}[x]/\left<x^{n}-a\right>$, with $n$ a power of 2 and $m$ a non necessarily prime integer. We also present a…
We consider a weighted Shapley network design game, where selfish players choose paths in a network to minimize their cost. The cost function of each edge in the network is affine linear with respect to the sum of weights of the players who…
An approximation algorithm for a constraint satisfaction problem is called robust if it outputs an assignment satisfying a $(1 - f(\epsilon))$-fraction of the constraints on any $(1-\epsilon)$-satisfiable instance, where the loss function…
Multipoint polynomial evaluation and interpolation are fundamental for modern symbolic and numerical computing. The known algorithms solve both problems over any field of constants in nearly linear arithmetic time, but the cost grows to…
We introduce the prediction value (PV) as a measure of players' informational importance in probabilistic TU games. The latter combine a standard TU game and a probability distribution over the set of coalitions. Player $i$'s prediction…