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dc.contributor.advisorDemaine, Erik D.
dc.contributor.authorCoulombe, Michael Joseph
dc.date.accessioned2023-07-31T19:24:59Z
dc.date.available2023-07-31T19:24:59Z
dc.date.issued2023-06
dc.date.submitted2023-07-13T14:19:26.992Z
dc.identifier.urihttps://hdl.handle.net/1721.1/151237
dc.description.abstractSince the turn of the 21st century, seeing the decline of Moore’s Law on the horizon, the pursuit of continued software performance gains has led to the prominence of computer architectures with high degrees of parallelism and memory cache hierarchies. However, there are still many challenges to designing efficient algorithms and understanding the complexity of fundamental problems in these new models of computation. Given the similarities of concurrent systems of multiple agents and multiplayer games, this thesis analyzes a spectrum of models connecting these three fields and bridges the gaps between them by building upon techniques from the growing literature studying the complexity of games through gadget motion planning frameworks.
dc.publisherMassachusetts Institute of Technology
dc.rightsIn Copyright - Educational Use Permitted
dc.rightsCopyright retained by author(s)
dc.rights.urihttps://rightsstatements.org/page/InC-EDU/1.0/
dc.titleGames meet Concurrency: Algorithms and Hardness
dc.typeThesis
dc.description.degreePh.D.
dc.contributor.departmentMassachusetts Institute of Technology. Department of Electrical Engineering and Computer Science
mit.thesis.degreeDoctoral
thesis.degree.nameDoctor of Philosophy


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