EDBT 2026 Demo / reviewers in the wild / expert
Jakub Cerný
dblp:32/5231
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21ranked-venue papers
12as first author
11since 2021 · last 2026
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 15 · 7 first-author · 11 since 2021Graphics, computer vision, multimedia, augmented reality and games · 11 · 5 first-author · 9 since 2021Theory of computation · 8 · 7 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Colonel Blotto with Battlefield GamesabstractWe study a class of two-player zero-sum Colonel Blotto games in which, after allocating soldiers across battlefields, players engage in (possibly distinct) normal-form games on each battlefield. Per-battlefield payoffs are parameterized by the soldier allocations. This generalizes the classical Blotto setting, where outcomes depend only on relative soldier allocations. We consider both discrete and continuous allocation models and examine two types of aggregate objectives: linear aggregation and worst-case battlefield value. For each setting, we analyze the existence and computability of Nash equilibrium. The general problem is not convex-concave, which limits the applicability of standard convex optimization techniques. However, we show that in several settings it is possible to reformulate the strategy space in a way where convex-concave structure is recovered. We evaluate the proposed methods on synthetic and real-world instances inspired by security applications, suggesting that our approaches scale well in practice. Salam Afiouni, Jakub Cerný, Chun Kai Ling, Christian Kroer |
AAAI | 2 |
| 2026 | Spatial Branch-and-Bound for Computing Multiplayer Nash EquilibriumabstractEquilibria of realistic multiplayer games constitute a key solution concept both in practical applications, such as online advertising auctions and electricity markets, and in analytical frameworks used to study strategic voting in elections or assess policy impacts in integrated assessment models. However, efficiently computing these equilibria requires games to have a carefully designed structure and satisfy numerous restrictions; otherwise, the computational complexity becomes prohibitive. In particular, finding even approximate Nash equilibria in general normal-form games with three or more players is known to be PPAD-complete. Current state-of-the-art algorithms for computing Nash equilibria in multiplayer normal-form games either suffer from poor scalability due to their reliance on non-convex optimization solvers, or lack guarantees of convergence to a true equilibrium. In this paper, we propose a novel reformulation of the Nash equilibrium computation problem and develop a complete and sound spatial branch-and-bound algorithm based on this reformulation. We provide a qualitative analysis arguing why one should expect our approach to perform better than conventional formulation, and show the relationship between approximate solution to our reformulation and that of computing an approximate Nash equilibrium. Empirical evaluations demonstrate that our algorithm substantially outperforms existing complete methods. Jakub Cerný, Shuvomoy Das Gupta, Christian Kroer |
AAAI | 1 |
| 2026 | Security Games with Layered Defenses: Adaptive Adversaries and Gittins IndicesabstractReal-world security applications (e.g., cybersecurity) often involve multiple attack paths, each with layers of defenses that an attacker needs to sequentially overcome before a successful attack on the entire system. Each defensive resource changes dynamically in efficacy as the attack unfolds. In this paper, we study the case where attackers are adaptive, potentially switching paths over time in response to these changes with the goal to minimize the expected time until a successful attack. We formalize this as a min-max game and give examples where adaptive attackers are more powerful than non-adaptive ones. We show that defenses that do not account for adaptivity can perform arbitrarily worse. A connection between the attacker's optimal strategy with the classical theory of multi-armed bandits and the Gittins index is made, yielding a simple gradient based algorithm to solve our proposed min-max game. Experiments on synthetic settings validate our approach. Chun Kai Ling, Jakub Cerný, Chin Hui Han, Garud Iyengar, Christian Kroer |
AAAI | 2 |
| 2025 | Commitment to Sparse Strategies in Two-Player GamesabstractWhile Nash equilibria are guaranteed to exist, they may exhibit dense support, making them difficult to understand and execute in some applications. In this paper, we study k-sparse commitments in games where one player is restricted to mixed strategies with support size at most k. Finding k-sparse commitments is known to be computationally hard. We start by showing several structural properties of k-sparse solutions, including that the optimal support may vary dramatically as k increases. These results suggest that naive greedy or double-oracle-based approaches are unlikely to yield practical algorithms. We then develop a simple approach based on mixed integer linear programs (MILPs) for zero-sum games, general-sum Stackelberg games, and various forms of structured sparsity. We also propose practical algorithms for cases where one or both players have large (i.e., practically innumerable) action sets, utilizing a combination of MILPs and incremental strategy generation. We evaluate our methods on synthetic and real-world scenarios based on security applications. In both settings, we observe that even for small support sizes, we can obtain more than 90% of the true Nash value while maintaining a reasonable runtime, demonstrating the significance of our formulation and algorithms. Salam Afiouni, Jakub Cerný, Chun Kai Ling, Christian Kroer |
AAAI | 2 |
| 2025 | GUARD: Constructing Realistic Two-Player Matrix and Security Games for Benchmarking Game-Theoretic AlgorithmsabstractGame-theoretic algorithms are commonly benchmarked on recreational games, classical constructs from economic theory such as congestion and dispersion games, or entirely random game instances. While the past two decades have seen the rise of security games -- grounded in real-world scenarios like patrolling and infrastructure protection -- their practical evaluation has been hindered by limited access to the datasets used to generate them. In particular, although the structural components of these games (e.g., patrol paths derived from maps) can be replicated, the critical data defining target values -- central to utility modeling -- remain inaccessible. In this paper, we introduce a flexible framework that leverages open-access datasets to generate realistic matrix and security game instances. These include animal movement data for modeling anti-poaching scenarios and demographic and infrastructure data for infrastructure protection. Our framework allows users to customize utility functions and game parameters, while also offering a suite of preconfigured instances. We provide theoretical results highlighting the degeneracy and limitations of benchmarking on random games, and empirically compare our generated games against random baselines across a variety of standard algorithms for computing Nash and Stackelberg equilibria, including linear programming, incremental strategy generation, and self-play with no-regret learners. Noah Krever, Jakub Cerný, Moïse Blanchard, Christian Kroer |
NeurIPS | 2 |
| 2024 | Layered Graph Security Games
Jakub Cerný, Chun Kai Ling, Christian Kroer, Garud Iyengar |
IJCAI | 1 |
| 2023 | Solving Large-Scale Pursuit-Evasion Games Using Pre-trained StrategiesabstractPursuit-evasion games on graphs model the coordination of police forces chasing a fleeing felon in real-world urban settings, using the standard framework of imperfect-information extensive-form games (EFGs). In recent years, solving EFGs has been largely dominated by the Policy-Space Response Oracle (PSRO) methods due to their modularity, scalability, and favorable convergence properties. However, even these methods quickly reach their limits when facing large combinatorial strategy spaces of the pursuit-evasion games. To improve their efficiency, we integrate the pre-training and fine-tuning paradigm into the core module of PSRO -- the repeated computation of the best response. First, we pre-train the pursuer's policy base model against many different strategies of the evader. Then we proceed with the PSRO loop and fine-tune the pre-trained policy to attain the pursuer's best responses. The empirical evaluation shows that our approach significantly outperforms the baselines in terms of speed and scalability, and can solve even games on street maps of megalopolises with tens of thousands of crossroads -- a scale beyond the effective reach of previous methods. Shuxin Li 0001, Xinrun Wang, Youzhi Zhang 0001, Wanqi Xue, Jakub Cerný, Bo An 0001 |
AAAI | 5 |
| 2022 | Quantal Correlated Equilibrium in Normal Form GamesabstractCorrelated equilibrium is an established solution concept in game theory describing a situation when players condition their strategies on external signals produced by a correlation device. In recent years, the concept has begun gaining traction also in general artificial intelligence because of its suitability for studying coordinated multi-agent systems. Yet the original formulation of correlated equilibrium assumes entirely rational players and hence fails to capture the subrational behavior of human decision-makers. We investigate the analogue of quantal response for correlated equilibrium, which is among the most commonly used models of bounded rationality. We coin the solution concept the quantal correlated equilibrium and study its relation to quantal response and correlated equilibria. The definition corroborates with prior conception as every quantal response equilibrium is a quantal correlated equilibrium, and correlated equilibrium is its limit as quantal responses approach the best response. We prove the concept remains PPAD-hard but searching for an optimal correlation device is beneficial for the signaler. To this end, we introduce a homotopic algorithm that simultaneously traces the equilibrium and optimizes the signaling distribution. Empirical results on one structured and one random domain show that our approach is sufficiently precise and several orders of magnitude faster than a state-of-the-art non-convex optimization solver. Jakub Cerný, Bo An 0001, NengSheng Zhang |
EC | 1 |
| 2021 | Computing Ex Ante Coordinated Team-Maxmin Equilibria in Zero-Sum Multiplayer Extensive-Form GamesabstractComputational game theory has many applications in the modern world in both adversarial situations and the optimization of social good. While there exist many algorithms for computing solutions in two-player interactions, finding optimal strategies in multiplayer interactions efficiently remains an open challenge. This paper focuses on computing the multiplayer Team-Maxmin Equilibrium with Coordination device (TMECor) in zero-sum extensive-form games. TMECor models scenarios when a team of players coordinates ex ante against an adversary. Such situations can be found in card games (e.g., in Bridge and Poker), when a team works together to beat a target player but communication is prohibited; and also in real world, e.g., in forest-protection operations, when coordinated groups have limited contact during interdicting illegal loggers. The existing algorithms struggle to find a TMECor efficiently because of their high computational costs. To compute a TMECor in larger games, we make the following key contributions: (1) we propose a hybrid-form strategy representation for the team, which preserves the set of equilibria; (2) we introduce a column-generation algorithm with a guaranteed finite-time convergence in the infinite strategy space based on a novel best-response oracle; (3) we develop an associated-representation technique for the exact representation of the multilinear terms in the best-response oracle; and (4) we experimentally show that our algorithm is several orders of magnitude faster than prior state-of-the-art algorithms in large games. Youzhi Zhang 0001, Bo An 0001, Jakub Cerný |
AAAI | 3 |
| 2021 | Computing Quantal Stackelberg Equilibrium in Extensive-Form Games
Jakub Cerný, Viliam Lisý, Branislav Bosanský, Bo An 0001 |
AAAI | 1 |
| 2021 | Complexity and Algorithms for Exploiting Quantal Opponents in Large Two-Player GamesabstractSolution concepts of traditional game theory assume entirely rational players; therefore, their ability to exploit subrational opponents is limited. One type of subrationality that describes human behavior well is the quantal response. While there exist algorithms for computing solutions against quantal opponents, they either do not scale or may provide strategies that are even worse than the entirely-rational Nash strategies. This paper aims to analyze and propose scalable algorithms for computing effective and robust strategies against a quantal opponent in normal-form and extensive-form games. Our contributions are: (1) we define two different solution concepts related to exploiting quantal opponents and analyze their properties; (2) we prove that computing these solutions is computationally hard; (3) therefore, we evaluate several heuristic approximations based on scalable counterfactual regret minimization (CFR); and (4) we identify a CFR variant that exploits the bounded opponents better than the previously used variants while being less exploitable by the worst-case perfectly-rational opponent. David Milec, Jakub Cerný, Viliam Lisý, Bo An 0001 |
AAAI | 2 |
| 2020 | Dinkelbach-Type Algorithm for Computing Quantal Stackelberg EquilibriumabstractStackelberg security games (SSGs) have been deployed in many real-world situations to optimally allocate scarce resource to protect targets against attackers. However, actual human attackers are not perfectly rational and there are several behavior models that attempt to predict subrational behavior. Quantal response is among the most commonly used such models and Quantal Stackelberg Equilibrium (QSE) describes the optimal strategy to commit to when facing a subrational opponent. Non-concavity makes computing QSE computationally challenging and while there exist algorithms for computing QSE for SSGs, they cannot be directly used for solving an arbitrary game in the normal form. We (1) present a transformation of the primal problem for computing QSE using a Dinkelbach's method for any general-sum normal-form game, (2) provide a gradient-based and a MILP-based algorithm, give the convergence criteria, and bound their error, and finally (3) we experimentally demonstrate that using our novel transformation, a QSE can be closely approximated several orders of magnitude faster. Jakub Cerný, Viliam Lisý, Branislav Bosanský, Bo An 0001 |
IJCAI | 1 |
| 2020 | Finite State Machines Play Extensive-Form GamesabstractFinite state machines are a well-known representation of strategies in (in)finitely repeated or stochastic games. Actions of players correspond to states in the machine and the transition between machine-states are caused by observations in the game. For extensive-form games (EFGs), machines can act as a formal grounding for abstraction methods used for solving large EFGs and as a domain-independent approach for generating sufficiently compact abstractions. We show that using machines of a restricted size in EFGs can both (i) reduce the theoretical complexity of computing some solution concepts, including Strong Stackelberg Equilibrium (SSE), (ii) as well as bring new practical algorithms that compute near-optimal equilibria considering only a fraction of strategy space. Our contributions include (1) formal definition and theoretical characterization of machine strategies in EFGs, (2) formal definitions and complexity analysis for solution concepts and their computation when restricted to small classes of machines, (3) new algorithms for computing SSE in general-sum games and Nash Equilibrium in zero-sum games that both directly use the concept of machines. Experimental results on two different domains show that the algorithms compute near-optimal strategies and achieve significantly better scalability compared to previous state-of-the-art algorithms. Jakub Cerný, Branislav Bosanský, Bo An 0001 |
EC | 1 |
| 2019 | Evaluating Models of Human Behavior in an Adversarial Multi-Armed Bandit Problem
Marcus Paul Gutierrez, Jakub Cerný, Noam Ben-Asher, Efrat Aharonov-Majar, Branislav Bosanský, Christopher Kiekintveld, Cleotilde Gonzalez |
CogSci | 2 |
| 2018 | Incremental Strategy Generation for Stackelberg Equilibria in Extensive-Form GamesabstractDynamic interaction appears in many real-world scenarios where players are able to observe (perhaps imperfectly) the actions of another player and react accordingly. We consider the baseline representation of dynamic games - the extensive form - and focus on computing Stackelberg equilibrium (SE), where the leader commits to a strategy to which the follower plays a best response. For one-shot games (e.g., security games), strategy-generation (SG) algorithms offer dramatic speed-up by incrementally expanding the strategy spaces. However, a direct application of SG to extensive-form games (EFGs) does not bring a similar speed-up since it typically results in a nearly-complete strategy space. Our contributions are twofold: (1) for the first time we introduce an algorithm that allows us to incrementally expand the strategy space to find a SE in EFGs; (2) we introduce a heuristic variant of the algorithm that is theoretically incomplete, but in practice allows us to find exact (or close-to optimal) Stackelberg equilibrium by constructing a significantly smaller strategy space. Our experimental evaluation confirms that we are able to compute SE by considering only a fraction of the strategy space that often leads to a significant speed-up in computation times. Jakub Cerný, Branislav Bosanský, Christopher Kiekintveld |
EC | 1 |
| 2007 | Improvement on the Decay of Crossing Numbers
Jakub Cerný, Jan Kyncl, Géza Tóth 0001 |
GD | 1 |
| 2007 | Single source multiroute flows and cuts on uniform capacity networks
Henning Bruhn, Jakub Cerný, Alexander Hall, Petr Kolman |
SODA | 2 |
| 2007 | Noncrossing Hamiltonian paths in geometric graphs
Jakub Cerný, Zdenek Dvorák 0001, Vít Jelínek, Jan Kára |
Discret. Appl. Math. | 1 |
| 2005 | Geometric Graphs with No Three Disjoint Edges
Jakub Cerný |
Discret. Comput. Geom. | 1 |
| 2003 | Noncrossing Hamiltonian Paths in Geometric Graphs
Jakub Cerný, Zdenek Dvorák 0001, Vít Jelínek, Jan Kára |
GD | 1 |
| 2001 | On Intersection Graphs of Segments with Prescribed Slopes
Jakub Cerný, Daniel Král, Helena Nyklová, Ondrej Pangrác |
GD | 1 |