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2005, Lecture Notes in Computer Science
The theory of graph games with ω-regular winning conditions is the foundation for modeling and synthesizing reactive processes. In the case of stochastic reactive processes, the corresponding stochastic graph games have three players, two of them (System and Environment) behaving adversarially, and the third (Uncertainty) behaving probabilistically. We consider two problems for stochastic graph games: the qualitative problem asks for the set of states from which a player can win with probability 1 (almost-sure winning); the quantitative problem asks for the maximal probability of winning (optimal winning) from each state. We show that for Rabin winning conditions, both problems are in NP. As these problems were known to be NP-hard, it follows that they are NPcomplete for Rabin conditions, and dually, coNP-complete for Streett conditions. The proof proceeds by showing that pure memoryless strategies suffice for qualitatively and quantitatively winning stochastic graph games with Rabin conditions. This insight is of interest in its own right, as it implies that controllers for Rabin objectives have simple implementations. We also prove that for every ω-regular condition, optimal winning strategies are no more complex than almost-sure winning strategies.
Lecture Notes in Computer Science, 2009
We consider some well-known families of two-player zero-sum perfect-information stochastic games played on finite directed graphs. Generalizing and unifying results of Liggett and Lippman, Zwick and Paterson, and Chatterjee and Henzinger, we show that the following Work supported by Center for Algorithmic Game Theory, funded by the Carlsberg Foundation. A large fraction of the results of this paper appeared in a preprint [12], co-authored by Vladimir Gurvich and the second author of this paper. Vladimir Gurvich's contributions to that preprint will appear elsewhere.
Lecture Notes in Computer Science, 2013
We study two-player stochastic games, where the goal of one player is to satisfy a formula given as a positive boolean combination of expected total reward objectives and the behaviour of the second player is adversarial. Such games are important for modelling, synthesis and verification of open systems with stochastic behaviour. We show that finding a winning strategy is PSPACE-hard in general and undecidable for deterministic strategies. We also prove that optimal strategies, if they exists, may require infinite memory and randomisation. However, when restricted to disjunctions of objectives only, memoryless deterministic strategies suffice, and the problem of deciding whether a winning strategy exists is NP-complete. We also present algorithms to approximate the Pareto sets of achievable objectives for the class of stopping games.
Cybernetics and Systems Analysis, 1999
Stochastic games on a graph are considered under the assumption that the phase space of a system and the space of values of the control actions of both players are complete separable metric spaces. The sufficient conditions for the existence of the optimal stationary nonrandomized Markovian strategies for both players are obtained.
2012
We study stochastic two-player games where the goal of one player is to achieve precisely a given expected value of the objective function, while the goal of the opponent is the opposite. Potential applications for such games include controller synthesis problems where the optimisation objective is to maximise or minimise a given payoff function while respecting a strict upper or lower bound, respectively. We consider a number of objective functions including reachability, ω-regular, discounted reward, and total reward.
Electronic Proceedings in Theoretical Computer Science, 2011
Games on graphs provide a natural model for reactive non-terminating systems. In such games, the interaction of two players on an arena results in an infinite path that describes a run of the system. Different settings are used to model various open systems in computer science, as for instance turnbased or concurrent moves, and deterministic or stochastic transitions. In this paper, we are interested in turn-based games, and specifically in deterministic parity games and stochastic reachability games (also known as simple stochastic games). We present a simple, direct and efficient reduction from deterministic parity games to simple stochastic games: it yields an arena whose size is linear up to a logarithmic factor in size of the original arena.
Computing Research Repository - CORR, 2008
We consider some well known families of two-player, zero-sum, turn-based, perfect information games that can be viewed as specical cases of Shapley's stochastic games. We show that the following tasks are polynomial time equivalent: Solving simple stochastic games, solving stochastic mean-payo games with rewards and probabilities given in unary, and solving stochastic mean-payo games with rewards and probabilities given in binary.
2016
Stochastic timed games (STGs), introduced by Bouyer and Forejt, naturally generalize both continuous-time Markov chains and timed automata by providing a partition of the locations between those controlled by two players (Player Box and Player Diamond) with competing objectives and those governed by stochastic laws. Depending on the number of players---$2$, $1$, or $0$---subclasses of stochastic timed games are often classified as $2\frac{1}{2}$-player, $1\frac{1}{2}$-player, and $\frac{1}{2}$-player games where the $\frac{1}{2}$ symbolizes the presence of the stochastic "nature" player. For STGs with reachability objectives it is known that $1\frac{1}{2}$-player one-clock STGs are decidable for qualitative objectives, and that $2\frac{1}{2}$-player three-clock STGs are undecidable for quantitative reachability objectives. This paper further refines the gap in this decidability spectrum. We show that quantitative reachability objectives are already undecidable for $1\frac{...
2006
We consider stochastic turn-based games where the winning objectives are given by formulae of the branching-time logic PCTL. These games are generally not determined and winning strategies may require memory and/or randomization. Our main results concern history-dependent strategies. In particular, we show that the problem whether there exists a history-dependent winning strategy in 1 1 2-player games is highly undecidable, even for objectives formulated in the L(F =5/8 , F =1 , F >0 , G =1) fragment of PCTL. On the other hand, we show that the problem becomes decidable (and in fact EXPTIME-complete) for the L(F =1 , F >0 , G =1) fragment of PCTL, where winning strategies require only finite memory. This result is tight in the sense that winning strategies for L(F =1 , F >0 , G =1 , G >0) objectives may already require infinite memory.
2013
In this study, we consider two-player (simultaneous) stochastic games on fi- nite graphs in which each player chooses an action at every state, being unaware of the choice of the other. We will prove some interesting facts about generalized stochastic reachability games. In particular, we show that there exists a memoryless randomized optimal strategy for Player II in this game, while the same thing does not hold for Player I. Our main contribution in this paper is a proof of the existence of a memoryless $\epsilon$ -optimal strategy for Player I in any generalized reachability games. Actually, this result for reachabihty games was shown by Chatterjee et al. in a slightly different setting. Beforehand, we show that the generalized reachability game is determinate, and give a simple expression of values for this game by defining the notion of a limit value of finite-step games.
ZOR Zeitschrift f�r Operations Research Methods and Models of Operations Research, 1991
We consider finite state, finite action, stochastic games over an infinite time horizon. We survey algorithms for the computation of minimax optimal stationary strategies in the zerosum case, and of Nash equilibria in stationary strategies in the nonzerosum case. We also survey those theoretical results that pave the way towards future development of algorithms. Zusammenfassung: In dieser Arbeit werden unendlichstufige stochastische Spiele mit endlichen Zustands-und Aktionenr~umen untersucht. Es wird ein Uberblick gegeben fiber Algorithmen zur Berechnung von optimalen station/iren Minimax-Strategien in Nullsummen-Spielen und von station~tren Nash-Gleichgewichtsstrategien in Nicht-Nullsummen-Spielen. Einige theoretische Ergebnisse werden vorgestellt, die far die weitere Entwicklung von Algorithmen nOtzlich sind. 1 This paper is based on the invited lectures given by the authors at the 12th Symposium for Operations Research in Passau, 1987. We are indebted to M. Abbad, Evangelista Fe, F. Thuijsman and O.J. Vrieze for valuable comments and discussion. Any remaining errors of either misinterpretation or of omission are the authors' alone.
Formal Methods in System Design, 2012
Multithreaded programs coordinate their interaction through synchronization primitives like mutexes and semaphores, which are managed by an OS-provided resource manager. We propose algorithms for the automatic construction of code-aware resource managers for multithreaded embedded applications. Such managers use knowledge about the structure and resource usage (mutex and semaphore usage) of the threads to guarantee deadlock freedom and progress while managing resources in an efficient way. Our algorithms compute managers as winning strategies in certain infinite games, and produce a compact code description of these strategies. We have implemented the algorithms in the tool Cynthesis. Given a multithreaded program in C, the tool produces C code implementing a code-aware resource manager. We show in experiments that Cynthesis produces compact resource managers within a few minutes on a set of embedded benchmarks with up to 6 threads.
2016 IEEE 55th Conference on Decision and Control (CDC), 2016
We introduce a new class of 2 1 /2-player games, the 2 1 /2-player GR(1) games, that allows for solving problems of stochastic nature by adding a probabilistic component to simple 2-player GR(1) games. Further, we present an efficient approach for solving qualitative 2 1 /2-player GR(1) games with polynomial-time complexity. Our approach is based on a reduction from 2 1 /2-player GR(1) games to 2-player GR(1) games that allows for solving the game and constructing, from a sure winning strategy for player 2 (resp. 3) in a 2-player GR(1) game, an almost-sure (resp. positively) winning strategy for its corresponding 2 1 /2-player GR(1) game. Key to the effectiveness of the proposed approach is the fact that the reduction generates a 2-player game that is linearly larger than the original 2 1 /2player game, more precisely, it is linear with respect to the number of probabilistic states in the 2 1 /2-player GR(1) game.
Mathematical Methods of Operations Research, 2004
We introduce the concept of locally acting distributed players into sequential stochastic games with general compact state and action spaces. The state transition function for the system is of local structure as well and this results in Markov properties in space and time for the describing processes. We prove that we can reduce optimality problems for local strategies to only considering Markov strategies. We further prove the existence of optimal strategies and of a value for the game with respect to the asymptotic average reward criterion.
Theory and Decision Library, 1991
Stochastic games were first formulated by Shapley in 1953. In his fundamental paper Shapley [13] established the existence of value and optimal stationary strategies for zero-sum ,a-discounted stochastic games with finitely many states and actions for the two players. A positive stochastic game with countable state space and finite action spaces consists of the following objects: 1. State space Sthe set of nonnegative integers. 2. Finite action spaces A(B) for players 1(11). 3. The space of mixed strategies P(A)(P(B)) on the action spaces A(B) for players 1(11). 4. Nonnegative (immediate) reward function r(s, a, b). 5. Markovian transition q(tls, a, b) where q(tls, a, b) is the chance of moving from state s to state t when actions a, b are chosen by players I and II in the current state s. When playing a stochastic game, the players, in selecting their actions for the k th day, could use all the available information to them till that day, namely on the partial history up to the kth day given by (sllallbllsz,az,bz, ...sk-lIak-l,bk-l,Sk). Thus a strategy P for player I is a sequence (PlIPZ, ..) where Pk selects a mixed strategy (an element of P(A), for the k th day. We can classify stochastic games with additional structure on the immediate rewards and transition probabilities. The law of motion is said to be controlled by one player (say player II) if q(tls,i,i) = q(tls,i) for all i. We call a stochastic
Proceedings of the 7th and 8th Asian Logic Conferences, 2003
McNaughton in his known paper [7], motivated by the work of Gurevich and Harrington [4], introduced a class of games played on finite graphs. In his paper McNaughton proves that winners in his games have winning strategies that can be implemented by finite state automata. McNaughton games have attracted attention of many experts in the area, partly because the games have close relationship with automata theory, the study of reactive systems, and logic (see, for instance, [12] and [11]). McNaughton games can also be used to develop game-theoretical approach for many important concepts in computer science such as models for concurrency, communication networks, and update networks, and provide natural examples of computational problems. For example, Nerode, Remmel and Yakhnis in a series of papers (e.g., [8], [9]) developed foundations of concurrent programming in which finite state strategies of McNaughton games are identified with distributed concurrent programs.
Lecture Notes in Computer Science, 2014
We consider two-player partial-observation stochastic games on finitestate graphs where player 1 has partial observation and player 2 has perfect observation. The winning condition we study are ω-regular conditions specified as parity objectives. The qualitative-analysis problem given a partial-observation stochastic game and a parity objective asks whether there is a strategy to ensure that the objective is satisfied with probability 1 (resp. positive probability). These qualitative-analysis problems are known to be undecidable. However in many applications the relevant question is the existence of finite-memory strategies, and the qualitative-analysis problems under finite-memory strategies was recently shown to be decidable in 2EXPTIME. We improve the complexity and show that the qualitative-analysis problems for partial-observation stochastic parity games under finite-memory strategies are EXPTIME-complete; and also establish optimal (exponential) memory bounds for finite-memory strategies required for qualitative analysis.
Proceedings of the 43rd annual ACM symposium on Theory of computing - STOC '11, 2011
Shapley's discounted stochastic games, Everett's recursive games and Gillette's undiscounted stochastic games are classical models of game theory describing two-player zero-sum games of potentially infinite duration. We describe algorithms for exactly solving these games. When the number of positions of the game is constant, our algorithms run in polynomial time.
2006
We consider two-player infinite games played on graphs. The games are concurrent, in that at each state the players choose their moves simultaneously and independently, and stochastic, in that the moves determine a probability distribution for the successor state. The value of a game is the maximal probability with which a player can guarantee the satisfaction of her objective. We show that the values of concurrent games with ω-regular objectives expressed as parity conditions can be computed in NP ∩ coNP. This result substantially improves the best known previous bound of 3EXPTIME. It also shows that the full class of concurrent parity games is no harder than the special cases of turnbased deterministic parity games (Emerson-Jutla) and of turn-based stochastic reachability games (Condon), for both of which NP ∩ coNP is the best known bound. While the previous, more restricted NP ∩ coNP results for graph games relied on the existence of particularly simple (pure memoryless) optimal strategies, in concurrent games with parity objectives optimal strategies may not exist, and ε-optimal strategies (which achieve the value of the game within a parameter ε > 0) require in general both randomization and infinite memory. Hence our proof must rely on a more detailed analysis of strategies and, in addition to the main result, yields two results that are interesting on their own.
Proceedings of the Twentieth Annual ACM-SIAM Symposium on Discrete Algorithms, 2009
We consider the problem of computing Nash Equilibria of action-graph games (AGGs). AGGs, introduced by Bhat and Leyton-Brown, is a succinct representation of games that encapsulates both 'local'dependencies as in graphical games, and partial indifference to other agents' identities as in anonymous games, which occur in many natural settings. This is achieved by specifying a graph on the set of actions, so that the payoff of an agent for selecting a strategy depends only on the number of agents playing each of the neighboring strategies in the action graph. We present a Polynomial Time Approximation Scheme for computing mixed Nash equilibria of AGGs with constant treewidth and a constant number of agent types (and an arbitrary number of strategies), together with hardness results for the cases when either the treewidth or the number of agent types is unconstrained. In particular, we show that even if the action graph is a tree, but the number of agent-types is unconstrained, it is NP-complete to decide the existence of a pure-strategy Nash equilibrium and PPAD-complete to compute a mixed Nash equilibrium (even an approximate one); similarly for symmetric AGGs (all agents belong to a single type), if we allow arbitrary treewidth. These hardness results suggest that, in some sense, our PTAS is as strong of a positive result as one can expect.
Journal of Computer and System Sciences, 2013
We consider concurrent games played on graphs. At every round of a game, each player simultaneously and independently selects a move; the moves jointly determine the transition to a successor state. Two basic objectives are the safety objective to stay forever in a given set of states, and its dual, the reachability objective to reach a given set of states. First, we present a simple proof of the fact that in concurrent reachability games, for all ε > 0, memoryless ε-optimal strategies exist. A memoryless strategy is independent of the history of plays, and an ε-optimal strategy achieves the objective with probability within ε of the value of the game. In contrast to previous proofs of this fact, our proof is more elementary and more combinatorial. Second, we present a strategy-improvement (a.k.a. policy-iteration) algorithm for concurrent games with reachability objectives. Finally, we present a strategy-improvement algorithm for turn-based stochastic games (where each player selects moves in turns) with safety objectives. Our algorithms yield sequences of player-1 strategies which ensure probabilities of winning that converge monotonically (from below) to the value of the game.
Information and Computation, 1997
We show that Safra's determinization of |-automata with Streett (strong fairness) acceptance condition also gives memoryless winning strategies in infinite games, for the player whose acceptance condition is the complement of the Streett condition. Both determinization and memorylessness are essential parts of known proofs of Rabin's tree automata complementation lemma. Also, from Safra's determinization construction, along with its memoryless winning strategy extension, a single exponential complementation of Streett tree automata follows. A different single exponential construction and proof first appeared in [N. Klarlund (1992), Progress measures, immediate determinacy, and a subset construction for tree automata, in``Proceedings, 7th IEEE Symposium on Logics in Computer Science''].
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