Demo Data from EDBT 2026 / reviewers in the wild / expert
Akeo Adachi
dblp:47/3739
· DBLP profile ↗
6ranked-venue papers
3as first author
0since 2021 · last 2000
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Theory of computation · 5 · 2 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 first-author
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
3 papers |
Computational complexity · 56% Distributed computing theory · 18% Combinatorics and discrete mathematics · 18% |
Topics — the 7 heaviest of 8, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Combinatorics and discrete mathematics
combinatorial game |
0.0 | 1 | 1984 | Some Combinatorial Game Problems Require Omega(nk) Time · J. ACM 1984 |
Distributed computing theory › distributed complexity
time complexity lower bounds |
0.0 | 1 | 1984 | Some Combinatorial Game Problems Require Omega(nk) Time · J. ACM 1984 |
Computational complexity › space complexity
pebble game |
0.0 | 2 | 1984 | Classes of Pebble Games and Complete Problems · SIAM J. Comput. 1979 Some Combinatorial Game Problems Require Omega(nk) Time · J. ACM 1984 |
Computational complexity › complexity classes › PSPACE
PSPACE-completeness |
0.0 | 1 | 1981 | Low Level Complexity for Combinatorial Games · STOC 1981 |
Computational complexity › complexity classes
complete sets |
0.0 | 1 | 1979 | Classes of Pebble Games and Complete Problems · SIAM J. Comput. 1979 |
Computational complexity
game complexity |
0.0 | 1 | 1979 | Classes of Pebble Games and Complete Problems · SIAM J. Comput. 1979 |
Algorithmic game theory and mechanism design › game solving
winning strategies |
0.0 | 1 | 1979 | Classes of Pebble Games and Complete Problems · SIAM J. Comput. 1979 |
Methods — techniques the papers use, named apart from their topics
multitape turing machine lower bound · 0.0diagonalization · 0.0reducibility · 0.0reduction · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2000 | Complexity of path discovery game problems
Hiroaki Tohyama, Akeo Adachi |
Theor. Comput. Sci. | 2 |
| 1984 | Some Combinatorial Game Problems Require Omega(nk) TimeabstractThe first "natural" languages are established as solvable m deterministic polynomial time, for the recogmtion of which polynomial-time lower bounds can be shown.The k-pebble game problem Is to determine whether the first player has a forced win in the pebble game using only k pebbles.The main result of this paper is that the k-pebble game problem requires ft(n (~-~)/4-') time for its recogmUon on multitape Tunng machines for any ~ > 0. The problem is solvable m deterministic polynomial time.Then we consider other combinatorial game problems that also have nontrivlal polynomial deterministic lower time bounds. Akeo Adachi, Shigeki Iwata, Takumi Kasai |
J. ACM | 1 |
| 1981 | Low Level Complexity for Combinatorial GamesabstractThere have been numerous attempts to discuss the time complexity of problems and classify them into hierarchical classes such as P, NP, PSPACE, EXP, etc. A great number of familiar problems have been reported which are complete in NP (nondeterministic polynomial time). Even and Tarjan considered generalized Hex and showed that the problem to determine who wins the game if each player plays perfectly is complete in polynomial space. Shaefer derived some two-person game from NP complete problems which are complete in polynomial space. A rough discussion such as to determine whether or not a given problem belongs to NP is independent of the machine model and the way of defining the size of problems, since any of the commonly used machine models can be simulated by any other with a polynomial loss in running time and by no matter what criteria the size is defined, they differ from each other by polynomial order. However, in precise discussion, for example, in the discussion whether the computation of a problem requires O(n k) time or O(nk+l) time, the complexity heavily depends on machine models and the definition of size of problems. From these points, we introduce somewhat stronger notion of the reducibility. Akeo Adachi, Shigeki Iwata, Takumi Kasai |
STOC | 1 |
| 1980 | A Characterization of Time Complexity by Simple Loop Programs
Takumi Kasai, Akeo Adachi |
J. Comput. Syst. Sci. | 2 |
| 1979 | A Theoretical Study of the Time Analysis of Programs
Akeo Adachi, Takumi Kasai, Etsuro Moriya |
MFCS | 1 |
| 1979 | Classes of Pebble Games and Complete ProblemsabstractA “pebble game” is introduced and some restricted pebble games are considered. It is shown that in each of these games the problem to determine whether there is a winning strategy (two-person game) is harder than the solvability problem (one-person game). We also show that each of these problems is complete in well-known complexity classes. Several familiar games are presented whose winning strategy problems are complete in exponential time. Takumi Kasai, Akeo Adachi, Shigeki Iwata |
SIAM J. Comput. | 2 |