Making games short (extended abstract)
STOC '97 Proceedings of the twenty-ninth annual ACM symposium on Theory of computing
The computational complexity of nash equilibria in concisely represented games
EC '06 Proceedings of the 7th ACM conference on Electronic commerce
Toward a general theory of quantum games
Proceedings of the thirty-ninth annual ACM symposium on Theory of computing
On the Complexity of Equilibria Problems in Angel-Daemon Games
COCOON '08 Proceedings of the 14th annual international conference on Computing and Combinatorics
On the Complexity of Succinct Zero-Sum Games
Computational Complexity
Proceedings of the forty-third annual ACM symposium on Theory of computing
The game world is flat: the complexity of nash equilibria in succinct games
ICALP'06 Proceedings of the 33rd international conference on Automata, Languages and Programming - Volume Part I
Quantum interactive proofs with competing provers
STACS'05 Proceedings of the 22nd annual conference on Theoretical Aspects of Computer Science
The Computational Complexity of Nash Equilibria in Concisely Represented Games
ACM Transactions on Computation Theory (TOCT)
Computational Aspects of Uncertainty Profiles and Angel-Daemon Games
Theory of Computing Systems
Hi-index | 0.00 |
Game-theoretic characterisations of complexity classes have often proved useful in understanding the power and limitations of these classes. One well-known example tells us that PSPACE can be characterized by two-person, perfect-information games in which the length of a played game is polynomial in the length of the description of the initial position [by Chandra et al., see Journal of the ACM, vol. 28, p. 114-33 (1981)]. In this paper, we investigate the connection between game theory and interactive computation. We formalize the notion of a polynomially definable game system for the language L, which, informally, consists of two arbitrarily powerful players P/sub 1/ and P/sub 2/ and a polynomial-time referee V with a common input w. Player P/sub 1/ claims that w/spl isin/L, and player P/sub 2/ claims that w/spl isin/L; the referee's job is to decide which of these two claims is true. In general, we wish to study the following question: What is the effect of varying the system's game-theoretic properties on the class of languages recognizable by polynomially definable game systems? There are many possible game-theoretic properties that we could investigate in this context. The focus of this paper is the question of what happens when one or both of the players P/sub 1/ and P/sub 2/ have imperfect information or imperfect recall. We use polynomially definable game systems to derive new characterizations of the complexity classes NEXP and coNEXP.