It is shown that reachability in bounded one-counter automata is PSPACE-complete, and the previous result was shown to be log-space equivalent to reachable in boundedOne-Counter automata.Expand

This work extends lower bounds to Markov decision processes with the total reward and average-reward optimality criteria to show policy iteration style algorithms have exponential lower bounds in a two player game setting.Expand

A structural property of these games is described, and it is shown that these structures can affect the behaviour of strategy improvement and can be used to accelerate strategy improvement algorithms.Expand

This work provides a first implementation for a quasi-polynomial algorithm, test it on small examples, and provides a number of side results, including minor algorithmic improvements, and a complexity index associated to the approach, which is compared to the recently proposed register index.Expand

This paper uses the known connection between Markov decision processes (MDPs) and linear programming, and an equivalence between Dantzig's pivot rule and a natural variant of policy iteration for average-reward MDPs to prove that it is PSPACE-complete to find the solution that is computed by the simplex method using Dantzes' pivot rule.Expand

Inspired by the algorithm of Tsaknakis and Spirakis [28], the algorithm uses gradient descent style approach on the maximum regret of the players and can be applied to efficiently find a 0.5+δ)-Nash equilibrium in a two-player Bayesian game.Expand

This paper shows that, if a tree decomposition is provided, then parity games with bounded treewidth can be solved in O(k3k+2 ·n2 ·(d+1)3k) time, where n, k, and d are the size,treewidth, and number of priorities in the parity game.Expand

A first implementation for a quasi-polynomial algorithm is provided, and a number of side results are provided, including minor algorithmic improvements, a quasi bi-linear complexity in the number of states and edges for a fixed number of colours, and matching lower bounds for the algorithm of Calude et al.Expand

It is shown that randomized algorithms require Ω(k2) payoff queries in order to find an ϵ-Nash equilibrium with ϵ < 1/4k, even in zero-one constant-sum games, which rules out query-efficient randomized algorithms for finding exact Nash equilibria.Expand

A new, distributed method to compute approximate Nash equilibria in bimatrix games that first solves two independent LPs, each of which is derived from one of the two payoff matrices, and then computes an approximate Nash equilibrium using only limited communication between the players.Expand