20 results for “triangle game”
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This paper presents new polynomial-time algorithms for determining the winner of the unbiased triangle game on the edge set of general graphs using the edge-triangle incidence graph.
The paper settles the computational complexity of Quoridor and related games by reducing them to Reisch's planar graph-Hex.
This paper studies the complexity of the Flood-It game on various graph classes and provides polynomial-time algorithms for Free Flood-It on graphs free of certain jewels, while proving NP-completenes…
The paper proves XNLP-hardness of Directed Edge Geography and Undirected Edge Geography when parameterized by pathwidth, and shows their fixed-parameter tractability when parameterized by treewidth an…
This paper studies the NP-completeness and provides a polynomial-time algorithm for the disjoint separators problem in planar graphs when all sizes are equal to one.
This paper provides a bound on the hat guessing number of a graph based on its order and maximum degree.
This paper introduces Repeated Policy Regret (RP-Regret), a novel game-theoretic metric for analyzing regret in repeated games with adaptive opponents, and proposes algorithms to minimize it.
The paper introduces FootsiesGym, an open-source environment for learning in a two-player, zero-sum, imperfect-information game, providing a vectorized simulator for efficient analysis.
This paper analyzes the computational complexity of evaluating recurrent functions, showing that the complexity depends heavily on how the input offsets are encoded and the structure of the recurrence…
This paper extends the Werewolf game with a Jester to evaluate theory-of-mind in large language models and exposes a layer of multi-agent reasoning.
This paper introduces and implements variants of the symmetric lexicographic symmetric-subset reverse search framework for enumerating symmetric feasible subsets of a finite set, applying it to cocirc…
This paper proposes Primitive-Guided Tree Search (PGTS), a hybrid framework for computing Nash equilibrium policies in multi-agent Pursuit-Evasion games by integrating offline exact computation with o…
This paper characterizes Pure Nash Equilibria and presents a polynomial-time algorithm for finding them in the Intermittent Strategic Cooperation-Based Two-Agent Path Planning game.