Bernhard von Stengel

dblp:95/4774 · DBLP profile ↗
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14ranked-venue papers
4as first author
1since 2021 · last 2022
0000-0002-3488-8322ORCID · corroborated

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Theory of computation · 13 · 3 first-author · 1 since 2021Databases, data management, data science and information retrieval · 3 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 2 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author
YearPublicationVenuePosition
2022 Automated Equilibrium Analysis of 2˟ 2˟ 2 Games
Sahar Jahani, Bernhard von Stengel
SAGT2
2013 Optimal lower bounds for projective list update algorithms
abstract
The list update problem is a classical online problem, with an optimal competitive ratio that is still open, known to be somewhere between 1.5 and 1.6. An algorithm with competitive ratio 1.6, the smallest known to date, is COMB, a randomized combination of BIT and the TIMESTAMP algorithm TS. This and almost all other list update algorithms, like MTF, are projective in the sense that they can be defined by looking only at any pair of list items at a time. Projectivity (also known as “list factoring”) simplifies both the description of the algorithm and its analysis, and so far seems to be the only way to define a good online algorithm for lists of arbitrary length. In this article, we characterize all projective list update algorithms and show that their competitive ratio is never smaller than 1.6 in the partial cost model. Therefore, COMB is a best possible projective algorithm in this model.
Christoph Ambühl, Bernd Gärtner, Bernhard von Stengel
ACM Trans. Algorithms3
2008 Strategic Characterization of the Index of an Equilibrium
Arndt von Schemde, Bernhard von Stengel
SAGT2
2007 Games, geometry, and the computational complexity of finding equilibria
abstract
Game-theoretic problems have found massive recent interest in computer science. Obvious applications arise from the internet and electronic commerce, for example the study of online auctions.
Bernhard von Stengel
TARK1
2004 Exponentially Many Steps for Finding a Nash Equilibrium in a Bimatrix Game
abstract
The Lemke-Howson algorithm is the classical algorithm for the problem NASH of finding one Nash equilibrium of a bimatrix game. It provides a constructive and elementary proof of existence of an equilibrium, by a typical "directed parity argument", which puts NASH into the complexity class PPAD. This paper presents a class of bimatrix games for which the Lemke-Howson algorithm takes, even in the best case, exponential time in the dimension d of the game, requiring /spl Omega/((/spl theta//sup 3/4/)/sup d/) many steps, where /spl theta/ is the golden ratio. The "parity argument" for NASH is thus explicitly shown to be inefficient. The games are constructed using pairs of dual cyclic polytopes with 2d suitably labeled facets in d-space.
Rahul Savani, Bernhard von Stengel
FOCS2
2001 A new lower bound for the list update problem in the partial cost model
Christoph Ambühl, Bernd Gärtner, Bernhard von Stengel
Theor. Comput. Sci.3
2000 Optimal Projective Algorithms for the List Update Problem
Christoph Ambühl, Bernd Gärtner, Bernhard von Stengel
ICALP3
1999 New Maximal Numbers of Equilibria in Bimatrix Games
Bernhard von Stengel
Discret. Comput. Geom.1
1997 Complexity of Searching an Immobile Hider in a Graph
Bernhard von Stengel, Ralph Werchner
Discret. Appl. Math.1
1995 A Combined BIT and TIMESTAMP Algorithm for the List Update Problem
Susanne Albers, Bernhard von Stengel, Ralph Werchner
Inf. Process. Lett.2
1995 A Generalized Notion of Semantic Independence
Martin Fränzle, Bernhard von Stengel, Arne Wittmüss
Inf. Process. Lett.2
1994 Fast algorithms for finding randomized strategies in game trees
abstract
Interactions among agents can be conveniently described by game trees. In order to analyze a game, it is important to derive optimal (or equilibrium) strategies for the different players. The standard approach to finding such strategies in games with imperfect information is, in general, computationally intractable. The approach is to generate the normal form of the game (the matrix containing the payoff for each strategy combination), and then solve a linear program (LP) or a linear complementarity problem (LCP). The size of the normal form, however, is typically exponential in the size of the game tree, thus making this method impractical in all but the simplest cases. This paper describes a new representation of strategies which results in a practical linear formulation of the problem of two-player games with perfect recall (i.e., games where players never forget anything, which is a standard assumption). Standard LP or LCP solvers can then be applied to find optimal randomized strategies. The resulting algorithms are, in general, exponentially better than the standard ones, both in terms of time and in terms of space.
Daphne Koller, Nimrod Megiddo, Bernhard von Stengel
STOC3
1993 The Asynchronous Committee Meeting Problem
Javier Esparza, Bernhard von Stengel
WG2
1991 An Algebraic Characterization of Semantic Independence
Bernhard von Stengel
Inf. Process. Lett.1