Rasmus Ibsen-Jensen

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35ranked-venue papers
1as first author
6since 2021 · last 2026
0000-0003-4783-0389ORCID · verified

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Theory of computation · 26 · 1 first-author · 6 since 2021Software engineering, systems software and programming languages · 7 · 1 since 2021Artificial intelligence and machine learning · 4Graphics, computer vision, multimedia, augmented reality and games · 3Applied, interdisciplinary, general and emerging computing · 2
YearPublicationVenuePosition
2026 The Complexity of Games with Randomised Control
Sarvin Bahmani, Rasmus Ibsen-Jensen, Soumyajit Paul, Sven Schewe, Friedrich Slivovsky, Qiyi Tang 0001, Dominik Wojtczak, Shufang Zhu 0001
FoSSaCS2
2024 The Power of Counting Steps in Quantitative Games
abstract
peer reviewed
Sougata Bose, Rasmus Ibsen-Jensen, David Purser, Patrick Totzke, Pierre Vandenhove
CONCUR2
2024 Bounded-Memory Strategies in Partial-Information Games
abstract
We study the computational complexity of solving stochastic games with mean-payoff objectives. Instead of identifying special classes in which simple strategies are sufficient to play ∈-optimally, or form ∈-Nash equilibria, we consider general partial-information multiplayer games and ask what can be achieved with (and against) finite-memory strategies up to a given bound on the memory.
Sougata Bose, Rasmus Ibsen-Jensen, Patrick Totzke
LICS2
2022 Complexity of Spatial Games
Krishnendu Chatterjee, Rasmus Ibsen-Jensen, Ismaël Jecker, Jakub Svoboda
FSTTCS2
2021 Quantitative Verification on Product Graphs of Small Treewidth
abstract
Product graphs arise naturally in formal verification and program analysis. For example, the analysis of two concurrent threads requires the product of two component control-flow graphs, and for language inclusion of deterministic automata the product of two automata is constructed. In many cases, the component graphs have constant treewidth, e.g., when the input contains control-flow graphs of programs. We consider the algorithmic analysis of products of two constant-treewidth graphs with respect to three classic specification languages, namely, (a) algebraic properties, (b) mean-payoff properties, and (c) initial credit for energy properties. Our main contributions are as follows. Consider a graph G that is the product of two constant-treewidth graphs of size n each. First, given an idempotent semiring, we present an algorithm that computes the semiring transitive closure of G in time Õ(n⁴). Since the output has size Θ(n⁴), our algorithm is optimal (up to polylog factors). Second, given a mean-payoff objective, we present an O(n³)-time algorithm for deciding whether the value of a starting state is non-negative, improving the previously known O(n⁴) bound. Third, given an initial credit for energy objective, we present an O(n⁵)-time algorithm for computing the minimum initial credit for all nodes of G, improving the previously known O(n⁸) bound. At the heart of our approach lies an algorithm for the efficient construction of strongly-balanced tree decompositions of constant-treewidth graphs. Given a constant-treewidth graph G' of n nodes and a positive integer λ, our algorithm constructs a binary tree decomposition of G' of width O(λ) with the property that the size of each subtree decreases geometrically with rate (1/2 + 2^{-λ}).
Krishnendu Chatterjee, Rasmus Ibsen-Jensen, Andreas Pavlogiannis
FSTTCS2
2021 Faster algorithms for quantitative verification in bounded treewidth graphs
Krishnendu Chatterjee, Rasmus Ibsen-Jensen, Andreas Pavlogiannis
Formal Methods Syst. Des.2
2020 All-Pay Bidding Games on Graphs
abstract
In this paper we introduce and study all-pay bidding games, a class of two player, zero-sum games on graphs. The game proceeds as follows. We place a token on some vertex in the graph and assign budgets to the two players. Each turn, each player submits a sealed legal bid (non-negative and below their remaining budget), which is deducted from their budget and the highest bidder moves the token onto an adjacent vertex. The game ends once a sink is reached, and Player 1 pays Player 2 the outcome that is associated with the sink. The players attempt to maximize their expected outcome. Our games model settings where effort (of no inherent value) needs to be invested in an ongoing and stateful manner. On the negative side, we show that even in simple games on DAGs, optimal strategies may require a distribution over bids with infinite support. A central quantity in bidding games is the ratio of the players budgets. On the positive side, we show a simple FPTAS for DAGs, that, for each budget ratio, outputs an approximation for the optimal strategy for that ratio. We also implement it, show that it performs well, and suggests interesting properties of these games. Then, given an outcome c, we show an algorithm for finding the necessary and sufficient initial ratio for guaranteeing outcome c with probability 1 and a strategy ensuring such. Finally, while the general case has not previously been studied, solving the specific game in which Player 1 wins iff he wins the first two auctions, has been long stated as an open question, which we solve.
Guy Avni, Rasmus Ibsen-Jensen, Josef Tkadlec
AAAI2
2020 Optimal and Perfectly Parallel Algorithms for On-demand Data-Flow Analysis
abstract
Abstract Interprocedural data-flow analyses form an expressive and useful paradigm of numerous static analysis applications, such as live variables analysis, alias analysis and null pointers analysis. The most widely-used framework for interprocedural data-flow analysis is IFDS, which encompasses distributive data-flow functions over a finite domain. On-demand data-flow analyses restrict the focus of the analysis on specific program locations and data facts. This setting provides a natural split between (i) an offline (or preprocessing) phase, where the program is partially analyzed and analysis summaries are created, and (ii) an online (or query) phase, where analysis queries arrive on demand and the summaries are used to speed up answering queries. In this work, we consider on-demand IFDS analyses where the queries concern program locations of the same procedure (aka same-context queries). We exploit the fact that flow graphs of programs have low treewidth to develop faster algorithms that are space and time optimal for many common data-flow analyses, in both the preprocessing and the query phase. We also use treewidth to develop query solutions that are embarrassingly parallelizable, i.e. the total work for answering each query is split to a number of threads such that each thread performs only a constant amount of work. Finally, we implement a static analyzer based on our algorithms, and perform a series of on-demand analysis experiments on standard benchmarks. Our experimental results show a drastic speed-up of the queries after only a lightweight preprocessing phase, which significantly outperforms existing techniques.
Krishnendu Chatterjee, Amir Kafshdar Goharshady, Rasmus Ibsen-Jensen, Andreas Pavlogiannis
ESOP3
2020 One-Clock Priced Timed Games are PSPACE-hard
abstract
The main result of this paper is that computing the value of a one-clock priced timed game (OCPTG) is PSPACE-hard. Along the way, we provide a family of OCPTGs that have an exponential number of event points. Both results hold even in very restricted classes of games such as DAGs with treewidth three. Finally, we provide a number of positive results, including polynomial-time algorithms for even more restricted classes of OCPTGs such as trees.
John Fearnley, Rasmus Ibsen-Jensen, Rahul Savani
LICS2
2020 Simplified Game of Life: Algorithms and Complexity
abstract
Game of Life is a simple and elegant model to study dynamical system over networks. The model consists of a graph where every vertex has one of two types, namely, dead or alive. A configuration is a mapping of the vertices to the types. An update rule describes how the type of a vertex is updated given the types of its neighbors. In every round, all vertices are updated synchronously, which leads to a configuration update. While in general, Game of Life allows a broad range of update rules, we focus on two simple families of update rules, namely, underpopulation and overpopulation, that model several interesting dynamics studied in the literature. In both settings, a dead vertex requires at least a desired number of live neighbors to become alive. For underpopulation (resp., overpopulation), a live vertex requires at least (resp. at most) a desired number of live neighbors to remain alive. We study the basic computation problems, e.g., configuration reachability, for these two families of rules. For underpopulation rules, we show that these problems can be solved in polynomial time, whereas for overpopulation rules they are PSPACE-complete.
Krishnendu Chatterjee, Rasmus Ibsen-Jensen, Ismaël Jecker, Jakub Svoboda
MFCS2
2019 Faster Algorithms for Dynamic Algebraic Queries in Basic RSMs with Constant Treewidth
abstract
Interprocedural analysis is at the heart of numerous applications in programming languages, such as alias analysis, constant propagation, and so on. Recursive state machines (RSMs) are standard models for interprocedural analysis. We consider a general framework with RSMs where the transitions are labeled from a semiring and path properties are algebraic with semiring operations. RSMs with algebraic path properties can model interprocedural dataflow analysis problems, the shortest path problem, the most probable path problem, and so on. The traditional algorithms for interprocedural analysis focus on path properties where the starting point is fixed as the entry point of a specific method. In this work, we consider possible multiple queries as required in many applications such as in alias analysis. The study of multiple queries allows us to bring in an important algorithmic distinction between the resource usage of the one-time preprocessing vs for each individual query. The second aspect we consider is that the control flow graphs for most programs have constant treewidth. Our main contributions are simple and implementable algorithms that support multiple queries for algebraic path properties for RSMs that have constant treewidth. Our theoretical results show that our algorithms have small additional one-time preprocessing but can answer subsequent queries significantly faster as compared to the current algorithmic solutions for interprocedural dataflow analysis. We have also implemented our algorithms and evaluated their performance for performing on-demand interprocedural dataflow analysis on various domains, such as for live variable analysis and reaching definitions, on a standard benchmark set. Our experimental results align with our theoretical statements and show that after a lightweight preprocessing, on-demand queries are answered much faster than the standard existing algorithmic approaches.
Krishnendu Chatterjee, Amir Kafshdar Goharshady, Prateesh Goyal, Rasmus Ibsen-Jensen, Andreas Pavlogiannis
ACM Trans. Program. Lang. Syst.4
2018 Ergodic Mean-Payoff Games for the Analysis of Attacks in Crypto-Currencies
abstract
Crypto-currencies are digital assets designed to work as a medium of exchange, e.g., Bitcoin, but they are susceptible to attacks (dishonest behavior of participants). A framework for the analysis of attacks in crypto-currencies requires (a) modeling of game-theoretic aspects to analyze incentives for deviation from honest behavior; (b) concurrent interactions between participants; and (c) analysis of long-term monetary gains. Traditional game-theoretic approaches for the analysis of security protocols consider either qualitative temporal properties such as safety and termination, or the very special class of one-shot (stateless) games. However, to analyze general attacks on protocols for crypto-currencies, both stateful analysis and quantitative objectives are necessary. In this work our main contributions are as follows: (a) we show how a class of concurrent mean-payoff games, namely ergodic games, can model various attacks that arise naturally in crypto-currencies; (b) we present the first practical implementation of algorithms for ergodic games that scales to model realistic problems for crypto-currencies; and (c) we present experimental results showing that our framework can handle games with thousands of states and millions of transitions.
Krishnendu Chatterjee, Amir Kafshdar Goharshady, Rasmus Ibsen-Jensen, Yaron Velner
CONCUR3
2018 The Big Match with a Clock and a Bit of Memory
abstract
The Big Match is a multi-stage two-player game. In each stage Player 1 hides one or two pebbles in his hand, and his opponent has to guess that number; Player 1 loses a point if Player 2 is correct, and otherwise he wins a point. As soon as Player 1 hides one pebble, the players cannot change their choices in any future stage.
Kristoffer Arnsfelt Hansen, Rasmus Ibsen-Jensen, Abraham Neyman
EC2
2018 Infinite-Duration Poorman-Bidding Games
Guy Avni, Thomas A. Henzinger, Rasmus Ibsen-Jensen
WINE3
2018 Algorithms for Algebraic Path Properties in Concurrent Systems of Constant Treewidth Components
abstract
We study algorithmic questions wrt algebraic path properties in concurrent systems, where the transitions of the system are labeled from a complete, closed semiring. The algebraic path properties can model dataflow analysis problems, the shortest path problem, and many other natural problems that arise in program analysis. We consider that each component of the concurrent system is a graph with constant treewidth, a property satisfied by the controlflow graphs of most programs. We allow for multiple possible queries, which arise naturally in demand driven dataflow analysis. The study of multiple queries allows us to consider the tradeoff between the resource usage of the one-time preprocessing and for each individual query. The traditional approach constructs the product graph of all components and applies the best-known graph algorithm on the product. In this approach, even the answer to a single query requires the transitive closure (i.e., the results of all possible queries), which provides no room for tradeoff between preprocessing and query time. Our main contributions are algorithms that significantly improve the worst-case running time of the traditional approach, and provide various tradeoffs depending on the number of queries. For example, in a concurrent system of two components, the traditional approach requires hexic time in the worst case for answering one query as well as computing the transitive closure, whereas we show that with one-time preprocessing in almost cubic time, each subsequent query can be answered in at most linear time, and even the transitive closure can be computed in almost quartic time. Furthermore, we establish conditional optimality results showing that the worst-case running time of our algorithms cannot be improved without achieving major breakthroughs in graph algorithms (i.e., improving the worst-case bound for the shortest path problem in general graphs). Preliminary experimental results show that our algorithms perform favorably on several benchmarks.
Krishnendu Chatterjee, Rasmus Ibsen-Jensen, Amir Kafshdar Goharshady, Andreas Pavlogiannis
ACM Trans. Program. Lang. Syst.2
2017 Strategy Complexity of Concurrent Safety Games
abstract
We consider two player, zero-sum, finite-state concurrent reachability games, played for an infinite number of rounds, where in every round, each player simultaneously and independently of the other players chooses an action, whereafter the successor state is determined by a probability distribution given by the current state and the chosen actions. Player 1 wins iff a designated goal state is eventually visited. We are interested in the complexity of stationary strategies measured by their patience, which is defined as the inverse of the smallest non-zero probability employed. Our main results are as follows: We show that: (i) the optimal bound on the patience of optimal and epsilon-optimal strategies, for both players is doubly exponential; and (ii) even in games with a single non-absorbing state exponential (in the number of actions) patience is necessary.
Krishnendu Chatterjee, Kristoffer Arnsfelt Hansen, Rasmus Ibsen-Jensen
MFCS3
2017 Faster Monte-Carlo Algorithms for Fixation Probability of the Moran Process on Undirected Graphs
abstract
Evolutionary graph theory studies the evolutionary dynamics in a population structure given as a connected graph. Each node of the graph represents an individual of the population, and edges determine how offspring are placed. We consider the classical birth-death Moran process where there are two types of individuals, namely, the residents with fitness 1 and mutants with fitness r. The fitness indicates the reproductive strength. The evolutionary dynamics happens as follows: in the initial step, in a population of all resident individuals a mutant is introduced, and then at each step, an individual is chosen proportional to the fitness of its type to reproduce, and the offspring replaces a neighbor uniformly at random. The process stops when all individuals are either residents or mutants. The probability that all individuals in the end are mutants is called the fixation probability, which is a key factor in the rate of evolution. We consider the problem of approximating the fixation probability. The class of algorithms that is extremely relevant for approximation of the fixation probabilities is the Monte-Carlo simulation of the process. Previous results present a polynomial-time Monte-Carlo algorithm for undirected graphs when $r$ is given in unary. First, we present a simple modification: instead of simulating each step, we discard ineffective steps, where no node changes type (i.e., either residents replace residents, or mutants replace mutants). Using the above simple modification and our result that the number of effective steps is concentrated around the expected number of effective steps, we present faster polynomial-time Monte-Carlo algorithms for undirected graphs. Our algorithms are always at least a factor O(n^2/log n) faster as compared to the previous algorithms, where n is the number of nodes, and is polynomial even if r is given in binary. We also present lower bounds showing that the upper bound on the expected number of effective steps we present is asymptotically tight for undirected graphs.
Krishnendu Chatterjee, Rasmus Ibsen-Jensen, Martin A. Nowak
MFCS2
2017 Edit Distance for Pushdown Automata
abstract
The edit distance between two words $w_1, w_2$ is the minimal number of word operations (letter insertions, deletions, and substitutions) necessary to transform $w_1$ to $w_2$. The edit distance generalizes to languages $\mathcal{L}_1, \mathcal{L}_2$, where the edit distance from $\mathcal{L}_1$ to $\mathcal{L}_2$ is the minimal number $k$ such that for every word from $\mathcal{L}_1$ there exists a word in $\mathcal{L}_2$ with edit distance at most $k$. We study the edit distance computation problem between pushdown automata and their subclasses. The problem of computing edit distance to a pushdown automaton is undecidable, and in practice, the interesting question is to compute the edit distance from a pushdown automaton (the implementation, a standard model for programs with recursion) to a regular language (the specification). In this work, we present a complete picture of decidability and complexity for the following problems: (1)~deciding whether, for a given threshold $k$, the edit distance from a pushdown automaton to a finite automaton is at most $k$, and (2)~deciding whether the edit distance from a pushdown automaton to a finite automaton is finite. Comment: An extended version of a paper accepted to ICALP 2015 with the same title. The paper has been accepted to the LMCS journal
Krishnendu Chatterjee, Thomas A. Henzinger, Rasmus Ibsen-Jensen, Jan Otop
Log. Methods Comput. Sci.3
2016 The Complexity of Deciding Legality of a Single Step of Magic: The Gathering
abstract
Magic: the Gathering is a game about magical combat for any number of players. Formally it is a zero-sum, imperfect information stochastic game that consists of a potentially unbounded number of steps. We consider the problem of deciding if a move is legal in a given single step of Magic. We show that the problem is (a) coNP-complete in general; and (b) in P if either of two small sets of cards are not used. Our lower bound holds even for single-player Magic games. The significant aspects of our results are as follows: First, in most real-life game problems, the task of deciding whether a given move is legal in a single step is trivial, and the computationally hard task is to find the best sequence of legal moves in the presence of multiple players. In contrast, quite uniquely our hardness result holds for single step and with only one-player. Second, we establish efficient algorithms for important special cases of Magic.
Krishnendu Chatterjee, Rasmus Ibsen-Jensen
ECAI2
2016 Optimal Reachability and a Space-Time Tradeoff for Distance Queries in Constant-Treewidth Graphs
abstract
We consider data-structures for answering reachability and distance queries on constant-treewidth graphs with n nodes, on the standard RAM computational model with wordsize W=Theta(log n). Our first contribution is a data-structure that after O(n) preprocessing time, allows (1) pair reachability queries in O(1) time; and (2) single-source reachability queries in O(n/log n) time. This is (asymptotically) optimal and is faster than DFS/BFS when answering more than a constant number of single-source queries. The data-structure uses at all times O(n) space. Our second contribution is a space-time tradeoff data-structure for distance queries. For any epsilon in [1/2,1], we provide a data-structure with polynomial preprocessing time that allows pair queries in O(n^{1-\epsilon} alpha(n)) time, where alpha is the inverse of the Ackermann function, and at all times uses O(n^epsilon) space. The input graph G is not considered in the space complexity.
Krishnendu Chatterjee, Rasmus Ibsen-Jensen, Andreas Pavlogiannis
ESA2
2016 Robust Draws in Balanced Knockout Tournaments
Krishnendu Chatterjee, Rasmus Ibsen-Jensen, Josef Tkadlec
IJCAI2
2016 Algorithms for algebraic path properties in concurrent systems of constant treewidth components
abstract
We study algorithmic questions for concurrent systems where the transitions are labeled from a complete, closed semiring, and path properties are algebraic with semiring operations. The algebraic path properties can model dataflow analysis problems, the shortest path problem, and many other natural problems that arise in program analysis. We consider that each component of the concurrent system is a graph with constant treewidth, a property satisfied by the controlflow graphs of most programs. We allow for multiple possible queries, which arise naturally in demand driven dataflow analysis. The study of multiple queries allows us to consider the tradeoff between the resource usage of the one-time preprocessing and for each individual query. The traditional approach constructs the product graph of all components and applies the best-known graph algorithm on the product. In this approach, even the answer to a single query requires the transitive closure (i.e., the results of all possible queries), which provides no room for tradeoff between preprocessing and query time. Our main contributions are algorithms that significantly improve the worst-case running time of the traditional approach, and provide various tradeoffs depending on the number of queries. For example, in a concurrent system of two components, the traditional approach requires hexic time in the worst case for answering one query as well as computing the transitive closure, whereas we show that with one-time preprocessing in almost cubic time, each subsequent query can be answered in at most linear time, and even the transitive closure can be computed in almost quartic time. Furthermore, we establish conditional optimality results showing that the worst-case running time of our algorithms cannot be improved without achieving major breakthroughs in graph algorithms (i.e., improving the worst-case bound for the shortest path problem in general graphs). Preliminary experimental results show that our algorithms perform favorably on several benchmarks.
Krishnendu Chatterjee, Amir Kafshdar Goharshady, Rasmus Ibsen-Jensen, Andreas Pavlogiannis
POPL3
2016 The Big Match in Small Space - (Extended Abstract)
Kristoffer Arnsfelt Hansen, Rasmus Ibsen-Jensen, Michal Koucký 0001
SAGT2
2015 Faster Algorithms for Quantitative Verification in Constant Treewidth Graphs
Krishnendu Chatterjee, Rasmus Ibsen-Jensen, Andreas Pavlogiannis
CAV (1)2
2015 Edit Distance for Pushdown Automata
Krishnendu Chatterjee, Thomas A. Henzinger, Rasmus Ibsen-Jensen, Jan Otop
ICALP (2)3
2015 Faster Algorithms for Algebraic Path Properties in Recursive State Machines with Constant Treewidth
abstract
Interprocedural analysis is at the heart of numerous applications in programming languages, such as alias analysis, constant propagation, etc. Recursive state machines (RSMs) are standard models for interprocedural analysis. We consider a general framework with RSMs where the transitions are labeled from a semiring, and path properties are algebraic with semiring operations. RSMs with algebraic path properties can model interprocedural dataflow analysis problems, the shortest path problem, the most probable path problem, etc. The traditional algorithms for interprocedural analysis focus on path properties where the starting point is fixed as the entry point of a specific method. In this work, we consider possible multiple queries as required in many applications such as in alias analysis. The study of multiple queries allows us to bring in a very important algorithmic distinction between the resource usage of the one-time preprocessing vs for each individual query. The second aspect that we consider is that the control flow graphs for most programs have constant treewidth. Our main contributions are simple and implementable algorithms that support multiple queries for algebraic path properties for RSMs that have constant treewidth. Our theoretical results show that our algorithms have small additional one-time preprocessing, but can answer subsequent queries significantly faster as compared to the current best-known solutions for several important problems, such as interprocedural reachability and shortest path. We provide a prototype implementation for interprocedural reachability and intraprocedural shortest path that gives a significant speed-up on several benchmarks.
Krishnendu Chatterjee, Rasmus Ibsen-Jensen, Andreas Pavlogiannis, Prateesh Goyal
POPL2
2015 The Value 1 Problem Under Finite-memory Strategies for Concurrent Mean-payoff Games
abstract
We consider concurrent mean-payoff games, a very well-studied class of two-player (player 1 vs player 2) zero-sum games on finite-state graphs where every transition is assigned a reward between 0 and 1, and the payoff function is the long-run average of the rewards. The value is the maximal expected payoff that player 1 can guarantee against all strategies of player 2. We consider the computation of the set of states with value 1 under finite-memory strategies for player 1, and our main results for the problem are as follows: (1) we present a polynomial-time algorithm; (2) we show that whenever there is a finite-memory strategy, there is a stationary strategy that does not need memory at all; and (3) we present an optimal bound (which is double exponential) on the patience of stationary strategies (where patience of a distribution is the inverse of the smallest positive probability and represents a complexity measure of a stationary strategy).
Krishnendu Chatterjee, Rasmus Ibsen-Jensen
SODA2
2015 Qualitative analysis of concurrent mean-payoff games
Krishnendu Chatterjee, Rasmus Ibsen-Jensen
Inf. Comput.2
2014 Edit distance for timed automata
abstract
The edit distance between two (untimed) traces is the minimum cost of a sequence of edit operations (insertion, deletion, or substitution) needed to transform one trace to the other. Edit distances have been extensively studied in the untimed setting, and form the basis for approximate matching of sequences in different domains such as coding theory, parsing, and speech recognition.
Krishnendu Chatterjee, Rasmus Ibsen-Jensen, Rupak Majumdar
HSCC2
2014 The Complexity of Ergodic Mean-payoff Games
Krishnendu Chatterjee, Rasmus Ibsen-Jensen
ICALP (2)2
2014 The Complexity of Solving Reachability Games Using Value and Strategy Iteration
Kristoffer Arnsfelt Hansen, Rasmus Ibsen-Jensen, Peter Bro Miltersen
Theory Comput. Syst.2
2013 The Complexity of Interior Point Methods for Solving Discounted Turn-Based Stochastic Games
Thomas Dueholm Hansen, Rasmus Ibsen-Jensen
CiE2
2013 A Faster Algorithm for Solving One-Clock Priced Timed Games
Thomas Dueholm Hansen, Rasmus Ibsen-Jensen, Peter Bro Miltersen
CONCUR2
2013 Patience of matrix games
Kristoffer Arnsfelt Hansen, Rasmus Ibsen-Jensen, Vladimir Podolskii 0001, Elias P. Tsigaridas
Discret. Appl. Math.2
2012 Solving Simple Stochastic Games with Few Coin Toss Positions
Rasmus Ibsen-Jensen, Peter Bro Miltersen
ESA1