1,516 research outputs found

    Meyniel's conjecture holds for random graphs

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    In the game of cops and robber, the cops try to capture a robber moving on the vertices of the graph. The minimum number of cops required to win on a given graph GG is called the cop number of GG. The biggest open conjecture in this area is the one of Meyniel, which asserts that for some absolute constant CC, the cop number of every connected graph GG is at most C∣V(G)∣C \sqrt{|V(G)|}. In this paper, we show that Meyniel's conjecture holds asymptotically almost surely for the binomial random graph. We do this by first showing that the conjecture holds for a general class of graphs with some specific expansion-type properties. This will also be used in a separate paper on random dd-regular graphs, where we show that the conjecture holds asymptotically almost surely when d=d(n)≥3d = d(n) \ge 3.Comment: revised versio

    A Continuation Method for Nash Equilibria in Structured Games

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    Structured game representations have recently attracted interest as models for multi-agent artificial intelligence scenarios, with rational behavior most commonly characterized by Nash equilibria. This paper presents efficient, exact algorithms for computing Nash equilibria in structured game representations, including both graphical games and multi-agent influence diagrams (MAIDs). The algorithms are derived from a continuation method for normal-form and extensive-form games due to Govindan and Wilson; they follow a trajectory through a space of perturbed games and their equilibria, exploiting game structure through fast computation of the Jacobian of the payoff function. They are theoretically guaranteed to find at least one equilibrium of the game, and may find more. Our approach provides the first efficient algorithm for computing exact equilibria in graphical games with arbitrary topology, and the first algorithm to exploit fine-grained structural properties of MAIDs. Experimental results are presented demonstrating the effectiveness of the algorithms and comparing them to predecessors. The running time of the graphical game algorithm is similar to, and often better than, the running time of previous approximate algorithms. The algorithm for MAIDs can effectively solve games that are much larger than those solvable by previous methods
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