We study restricted improvement cycles (ri-cycles) in finite positional n-person games with perfect information modeled by directed graphs (digraphs) that may contain cycles. We obtain criteria of restricted improvement acyclicity (ri-acyclicity) in two cases: for n = 2 and for acyclic digraphs. We provide several examples that outline the limits of these criteria and show that, essentially, there are no other ri-acyclic cases. We also discuss connections between ri-acyclicity and some open problems related to Nash-solvability.
In a Hashiwokakero puzzle, one must build bridges to connect a set of islands. We show that deciding the solvability of such puzzles is NP-complete.
We consider some well-known families of two-player zero-sum perfect-information stochastic games played on finite directed graphs. The families include stochastic parity games, stochastic mean payoff games, and simple stochastic games. We show that the tasks of solving games in each of these classes (quantitiatively or strategically) are all polynomial time equivalent. In addition, we exhibit a linear time algorithm that given a simple stochastic game and the values of all positions of that game, computes a pair of optimal strategies.
We revisit the deterministic graphical games of Washburn. A deterministic graphical game can be described as a simple stochastic game (a notion due to Anne Condon), except that we allow arbitrary real payoffs but disallow moves of chance. We study the complexity of solving deterministic graphical games and obtain an almost-linear time comparison-based algorithm for computing an equilibrium of such a game. The existence of a linear time comparison-based algorithm remains an open problem.
We refine existing general network optimization techniques, give new characterizations for the class of problems to which they can be applied, and show that they can also be used to solve various two-player games in almost linear time. Among these is a new variant of the network interdiction problem, where the interdictor wants to destroy high-capacity paths from the source to the destination using a vertex-wise limited budget of arc removals. We also show that replacing the limit average in mean payoff games by the maximum weight results in a class of games amenable to these techniques.
In a Hiroimono puzzle, one must collect a set of stones from a square grid, moving along grid lines, picking up stones as one encounters them, and changing direction only when one picks up a stone. We show that deciding the solvability of such puzzles is NP-complete.
We define the class of "simple recursive games". A simple recursive game is defined as a simple stochastic game (a notion due to Anne Condon), except that we allow arbitrary real payoffs but disallow moves of chance. We study the complexity of solving simple recursive games and obtain an almost-linear time comparison-based algorithm for computing an equilibrium of such a game. The existence of a linear time comparison-based algorithm remains an open problem.