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We study multiplayer games in which the participants have access to
only limited randomness. This constrains both the algorithms used to
compute equilibria (they should use little or no randomness) as well
as the mixed strategies that the participants are capable of playing
(these should be sparse). We frame algorithmic ...
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We demonstrate a two-player communication problem that can be solved in the one-way quantum model by a 0-error protocol of cost O(log n) but requires exponentially more communication in the classical interactive (two-way) model.
more >>>Motivated by a recent study of Zimand (22nd CCC, 2007),
we consider the average-case complexity of property testing
(focusing, for clarity, on testing properties of Boolean strings).
We make two observations:
1) In the context of average-case analysis with respect to
the uniform distribution (on all strings of ...
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