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Agustín Caracci

dblp:379/6383 · DBLP profile ↗
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1ranked-venue papers
1as first author
1since 2021 · last 2025
—ORCID · unresolved

Domains — the database's venue-derived domains; a paper can count in several

Theory of computation · 1 · 1 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Theoretical computer science
1 paper
Algorithms and data structures · 50% Algorithmic game theory and mechanism design · 50%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Algorithms and data structures › search algorithms
binary search
0.912025
Randomized Binary and Tree Search Under Pressure · ICALP 2025
Algorithmic game theory and mechanism design › zero-sum game
search games
0.912025
Randomized Binary and Tree Search Under Pressure · ICALP 2025
Algorithms and data structures › data structure design › search structures
search trees
0.912025
Randomized Binary and Tree Search Under Pressure · ICALP 2025
Algorithmic game theory and mechanism design
zero-sum game
0.912025
Randomized Binary and Tree Search Under Pressure · ICALP 2025

Methods — techniques the papers use, named apart from their topics

nash equilibrium computation · 0.9linear programming · 0.9
YearPublicationVenuePosition
2025 Randomized Binary and Tree Search Under Pressure
abstract
We study a generalized binary search problem on the line and general trees. On the line (e.g., a sorted array), binary search finds a target node in $O(\log n)$ queries in the worst case, where $n$ is the number of nodes. In situations with limited budget or time, we might only be able to perform a few queries, possibly sub-logarithmic many. In this case, it is impossible to guarantee that the target will be found regardless of its position. Our main result is the construction of a randomized strategy that maximizes the minimum (over the target position) probability of finding the target. Such a strategy provides a natural solution where there is no apriori (stochastic) information of the target's position. As with regular binary search, we can find and run the strategy in $O(\log n)$ time (and using only $O(\log n)$ random bits). Our construction is obtained by reinterpreting the problem as a two-player (\textit{seeker} and \textit{hider}) zero-sum game and exploiting an underlying number theoretical structure. Furthermore, we generalize the setting to study a search game on trees. In this case, a query returns the edge's endpoint closest to the target. Again, when the number of queries is bounded by some given $k$, we quantify a \emph{the-less-queries-the-better} approach by defining a seeker's profit $p$ depending on the number of queries needed to locate the hider. For the linear programming formulation of the corresponding zero-sum game, we show that computing the best response for the hider (i.e., the separation problem of the underlying dual LP) can be done in time $O(n^2 2^{2k})$, where $n$ is the size of the tree. This result allows to compute a Nash equilibrium in polynomial time whenever $k=O(\log n)$. In contrast, computing the best response for the hider is NP-hard.
Agustín Caracci, Christoph Dürr, José Verschae
ICALP1