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Jan 14, 2018·arXiv (Cornell University)
0 cites
Non-Locality in Interactive Proofs

Claude Crépeau, Nan Yang

In multi-prover interactive proofs (MIPs), the verifier is usually non-adaptive. This stems from an implicit problem which we call ``contamination'' by the verifier. We make explicit the verifier contamination problem, and identify a solution by constructing a generalization of the MIP model. This new model quantifies non-locality as a new dimension in the characterization of MIPs. A new property of zero-knowledge emerges naturally as a result by also quantifying the non-locality of the simulator.

Open access
Artificial Intelligence in Games
Original source
Jan 1, 2017·DROPS (Schloss Dagstuhl – Leibniz Center for Informatics)
3 cites
The Journey from NP to TFNP Hardness

Pavel Hubáček, Moni Naor, Eylon Yogev

The class TFNP is the search analog of NP with the additional guarantee that any instance has a solution. TFNP has attracted extensive attention due to its natural syntactic subclasses that capture the computational complexity of important search problems from algorithmic game theory, combinatorial optimization and computational topology. Thus, one of the main research objectives in the context of TFNP is to search for efficient algorithms for its subclasses, and at the same time proving hardness results where efficient algorithms cannot exist. Currently, no problem in TFNP is known to be hard under assumptions such as NP hardness, the existence of one-way functions, or even public-key cryptography. The only known hardness results are based on less general assumptions such as the existence of collision-resistant hash functions, one-way permutations less established cryptographic primitives (e.g. program obfuscation or functional encryption). Several works explained this status by showing various barriers to proving hardness of TFNP. In particular, it has been shown that hardness of TFNP hardness cannot be based on worst-case NP hardness, unless NP=coNP. Therefore, we ask the following question: What is the weakest assumption sufficient for showing hardness in TFNP? In this work, we answer this question and show that hard-on-average TFNP problems can be based on the weak assumption that there exists a hard-on-average language in NP. In particular, this includes the assumption of the existence of one-way functions. In terms of techniques, we show an interesting interplay between problems in TFNP, derandomization techniques, and zero-knowledge proofs.

Open access
Cryptographic Implementations and Security
Advanced Malware Detection Techniques
Artificial Intelligence in Games
Original source
Jan 1, 2016·DROPS (Schloss Dagstuhl – Leibniz Center for Informatics)
12 cites
Physical Zero-Knowledge Proofs for Akari, Takuzu, Kakuro and KenKen

Xavier Bultel, Jannik Dreier, Jean‐Guillaume Dumas, Pascal Lafourcade

Akari, Takuzu, Kakuro and KenKen are logic games similar to Sudoku. In Akari, a labyrinth on a grid has to be lit by placing lanterns, respecting various constraints. In Takuzu a grid has to be filled with 0's and 1's, while respecting certain constraints. In Kakuro a grid has to be filled with numbers such that the sums per row and column match given values; similarly in KenKen a grid has to be filled with numbers such that in given areas the product, sum, difference or quotient equals a given value. We give physical algorithms to realize zero-knowledge proofs for these games which allow a player to show that he knows a solution without revealing it. These interactive proofs can be realized with simple office material as they only rely on cards and envelopes. Moreover, we formalize our algorithms and prove their security.

Open access
2 source records
Artificial Intelligence in Games
Algorithms and Data Compression
Logic, programming, and type systems
Original source
Jan 1, 2009·Lecture notes in computer science
26 cites
A Note on Strictly Competitive Games

Ilan Adler, Constantinos Daskalakis, Christos H. Papadimitriou

No abstract is available for this record.

Open access
Game Theory and Applications
Artificial Intelligence in Games
Economic theories and models
Original source
Jul 1, 2004·IEEE Transactions on Automatic Control
59 cites
Unified Convergence Proofs of Continuous-Time Fictitious Play

Jeff S. Shamma, Gürdal Arslan

We consider a continuous-time version of fictitious play (FP), in which interacting players evolve their strategies in reaction to their opponents' actions without knowledge of their opponents' utilities. It is known that FP need not converge, but that convergence is possible in certain special cases including zero-sum games, identical interest games, and two-player/two-move games. We provide a unified proof of convergence in all of these cases by showing that a Lyapunov function previously introduced for zero-sum games also can establish stability in the other special cases. We go on to consider a two-player game in which only one player has two-moves and use properties of planar dynamical systems to establish convergence.

Game Theory and Applications
Artificial Intelligence in Games
Computability, Logic, AI Algorithms
Original source