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We consider the complexity properties of modern puzzle games, Hexiom, Cut the Rope and Back to Bed. The complexity of games plays an important role in the type of experience they provide to players. Back to Bed is shown to be PSPACE-Hard and the first two are shown to be NP-Hard. These results give further insight into the structure of these games and the resulting constructions may be useful in further complexity studies.
We study the problem of approximating the value of a Unique Game instance in the streaming model. A simple count of the number of constraints divided by $p$, the alphabet size of the Unique Game, gives a trivial $p$-approximation that can be computed
Games on graphs provide a natural and powerful model for reactive systems. In this paper, we consider generalized reachability objectives, defined as conjunctions of reachability objectives. We first prove that deciding the winner in such games is $P
The use of monotonicity and Tarskis theorem in existence proofs of equilibria is very widespread in economics, while Tarskis theorem is also often used for similar purposes in the context of verification. However, there has been relatively little in
Stochastic games combine controllable and adversarial non-determinism with stochastic behavior and are a common tool in control, verification and synthesis of reactive systems facing uncertainty. Multi-objective stochastic games are natural in situat
The analysis of several algorithms and data structures can be framed as a peeling process on a random hypergraph: vertices with degree less than k and their adjacent edges are removed until no vertices of degree less than k are left. Often the questi