ترغب بنشر مسار تعليمي؟ اضغط هنا

Mean-Payoff Games on Timed Automata

83   0   0.0 ( 0 )
 نشر من قبل Ashutosh Trivedi
 تاريخ النشر 2016
  مجال البحث الهندسة المعلوماتية
والبحث باللغة English




اسأل ChatGPT حول البحث

Mean-payoff games on timed automata are played on the infinite weighted graph of configurations of priced timed automata between two players, Player Min and Player Max, by moving a token along the states of the graph to form an infinite run. The goal of Player Min is to minimize the limit average weight of the run, while the goal of the Player Max is the opposite. Brenguier, Cassez, and Raskin recently studied a variation of these games and showed that mean-payoff games are undecidable for timed automata with five or more clocks. We refine this result by proving the undecidability of mean-payoff games with three clocks. On a positive side, we show the decidability of mean-payoff games on one-clock timed automata with binary price-rates. A key contribution of this paper is the application of dynamic programming based proof techniques applied in the context of average reward optimization on an uncountable state and action space.

قيم البحث

اقرأ أيضاً

An average-time game is played on the infinite graph of configurations of a finite timed automaton. The two players, Min and Max, construct an infinite run of the automaton by taking turns to perform a timed transition. Player Min wants to minimise t he average time per transition and player Max wants to maximise it. A solution of average-time games is presented using a reduction to average-price game on a finite graph. A direct consequence is an elementary proof of determinacy for average-time games. This complements our results for reachability-time games and partially solves a problem posed by Bouyer et al., to design an algorithm for solving average-price games on priced timed automata. The paper also establishes the exact computational complexity of solving average-time games: the problem is EXPTIME-complete for timed automata with at least two clocks.
In a mean-payoff parity game, one of the two players aims both to achieve a qualitative parity objective and to minimize a quantitative long-term average of payoffs (aka. mean payoff). The game is zero-sum and hence the aim of the other player is to either foil the parity objective or to maximize the mean payoff. Our main technical result is a pseudo-quasi-polynomial algorithm for solving mean-payoff parity games. All algorithms for the problem that have been developed for over a decade have a pseudo-polynomial and an exponential factors in their running times; in the running time of our algorithm the latter is replaced with a quasi-polynomial one. By the results of Chatterjee and Doyen (2012) and of Schewe, Weinert, and Zimmermann (2018), our main technical result implies that there are pseudo-quasi-polynomial algorithms for solving parity energy games and for solving parity games with weights. Our main conceptual contributions are the definitions of strategy decompositions for both players, and a notion of progress measures for mean-payoff parity games that generalizes both parity and energy progress measures. The former provides normal forms for and succinct representations of winning strategies, and the latter enables the application to mean-payoff parity games of the order-theoretic machinery that underpins a recent quasi-polynomial algorithm for solving parity games.
The window mechanism was introduced by Chatterjee et al. to reinforce mean-payoff and total-payoff objectives with time bounds in two-player turn-based games on graphs. It has since proved useful in a variety of settings, including parity objectives in games and both mean-payoff and parity objectives in Markov decision processes. We study window parity objectives in timed automata and timed games: given a bound on the window size, a path satisfies such an objective if, in all states along the path, we see a sufficiently small window in which the smallest priority is even. We show that checking that all time-divergent paths of a timed automaton satisfy such a window parity objective can be done in polynomial space, and that the corresponding timed games can be solved in exponential time. This matches the complexity class of timed parity games, while adding the ability to reason about time bounds. We also consider multi-dimensional objectives and show that the complexity class does not increase. To the best of our knowledge, this is the first study of the window mechanism in a real-time setting.
60 - Arno Pauly 2018
We introduce a way to parameterize automata and games on finite graphs with natural numbers. The parameters are accessed essentially by allowing counting down from the parameter value to 0 and branching depending on whether 0 has been reached. The ma in technical result is that in games, a player can win for some values of the parameters at all, if she can win for some values below an exponential bound. For many winning conditions, this implies decidability of any statements about a player being able to win with arbitrary quantification over the parameter values. While the result seems broadly applicable, a specific motivation comes from the study of chains of strategies in games. Chains of games were recently suggested as a means to define a rationality notion based on dominance that works well with quantitative games by Bassett, Jecker, P., Raskin and Van den Boogard. From the main result of this paper, we obtain generalizations of their decidability results with much simpler proofs. As both a core technical notion in the proof of the main result, and as a notion of potential independent interest, we look at boolean functions defined via graph game forms. Graph game forms have properties akin to monotone circuits, albeit are more concise. We raise some open questions regarding how concise they are exactly, which have a flavour similar to circuit complexity. Answers to these questions could improve the bounds in the main theorem.
74 - Hugo Gimbert 2010
We examine perfect information stochastic mean-payoff games - a class of games containing as special sub-classes the usual mean-payoff games and parity games. We show that deterministic memoryless strategies that are optimal for discounted games with state-dependent discount factors close to 1 are optimal for priority mean-payoff games establishing a strong link between these two classes.
التعليقات
جاري جلب التعليقات جاري جلب التعليقات
سجل دخول لتتمكن من متابعة معايير البحث التي قمت باختيارها
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا