Byrne, C. C.; Vaserstein, L. N. An improved algorithm for finding saddlepoints of two-person zero-sum games. (English) Zbl 0754.90067 Int. J. Game Theory 20, No. 2, 149-159 (1991). Summary: It is well-known that one can sort (order) \(n\) real numbers in at most \(F_ 0(n)=nl-2^ l+1\) steps (comparisons) where \(l=\lceil\log_ 2 n\rceil\). We show how to find the strict saddlepoint or prove its absence in an \(m\) and \(n\) matrix, \(m\leq n\), in at most \(F_ 0(m)+F_ 0(m+1)+n+m-3+(n-m)\) \(\lceil\log_ 2(m+1)\rceil\) steps. MSC: 91A05 2-person games 91-08 Computational methods for problems pertaining to game theory, economics, and finance Keywords:saddlepoint PDFBibTeX XMLCite \textit{C. C. Byrne} and \textit{L. N. Vaserstein}, Int. J. Game Theory 20, No. 2, 149--159 (1991; Zbl 0754.90067) Full Text: DOI References: [1] Llewellyn DC, Tovey C, and Trick M (1988) Finding Saddlepoints in Two-person, Zero Sum Games, Amer. Math. Monthly 98: 10, 912-918. · Zbl 0664.90096 [2] Savage JE (1976) The Complexity of Computing, Wiley-Interscience Publ., New York. · Zbl 0391.68025 This reference list is based on information provided by the publisher or from digital mathematics libraries. Its items are heuristically matched to zbMATH identifiers and may contain data conversion errors. In some cases that data have been complemented/enhanced by data from zbMATH Open. This attempts to reflect the references listed in the original paper as accurately as possible without claiming completeness or a perfect matching.