3,294 research outputs found

    An Exponential Lower Bound for the Latest Deterministic Strategy Iteration Algorithms

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    This paper presents a new exponential lower bound for the two most popular deterministic variants of the strategy improvement algorithms for solving parity, mean payoff, discounted payoff and simple stochastic games. The first variant improves every node in each step maximizing the current valuation locally, whereas the second variant computes the globally optimal improvement in each step. We outline families of games on which both variants require exponentially many strategy iterations

    Symmetric Strategy Improvement

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    Symmetry is inherent in the definition of most of the two-player zero-sum games, including parity, mean-payoff, and discounted-payoff games. It is therefore quite surprising that no symmetric analysis techniques for these games exist. We develop a novel symmetric strategy improvement algorithm where, in each iteration, the strategies of both players are improved simultaneously. We show that symmetric strategy improvement defies Friedmann's traps, which shook the belief in the potential of classic strategy improvement to be polynomial

    Non-oblivious Strategy Improvement

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    We study strategy improvement algorithms for mean-payoff and parity games. We describe a structural property of these games, and we show that these structures can affect the behaviour of strategy improvement. We show how awareness of these structures can be used to accelerate strategy improvement algorithms. We call our algorithms non-oblivious because they remember properties of the game that they have discovered in previous iterations. We show that non-oblivious strategy improvement algorithms perform well on examples that are known to be hard for oblivious strategy improvement. Hence, we argue that previous strategy improvement algorithms fail because they ignore the structural properties of the game that they are solving

    Synthesising Strategy Improvement and Recursive Algorithms for Solving 2.5 Player Parity Games

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    2.5 player parity games combine the challenges posed by 2.5 player reachability games and the qualitative analysis of parity games. These two types of problems are best approached with different types of algorithms: strategy improvement algorithms for 2.5 player reachability games and recursive algorithms for the qualitative analysis of parity games. We present a method that - in contrast to existing techniques - tackles both aspects with the best suited approach and works exclusively on the 2.5 player game itself. The resulting technique is powerful enough to handle games with several million states

    Efficient Strategy Iteration for Mean Payoff in Markov Decision Processes

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    Markov decision processes (MDPs) are standard models for probabilistic systems with non-deterministic behaviours. Mean payoff (or long-run average reward) provides a mathematically elegant formalism to express performance related properties. Strategy iteration is one of the solution techniques applicable in this context. While in many other contexts it is the technique of choice due to advantages over e.g. value iteration, such as precision or possibility of domain-knowledge-aware initialization, it is rarely used for MDPs, since there it scales worse than value iteration. We provide several techniques that speed up strategy iteration by orders of magnitude for many MDPs, eliminating the performance disadvantage while preserving all its advantages

    The Complexity of All-switches Strategy Improvement

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    Strategy improvement is a widely-used and well-studied class of algorithms for solving graph-based infinite games. These algorithms are parameterized by a switching rule, and one of the most natural rules is "all switches" which switches as many edges as possible in each iteration. Continuing a recent line of work, we study all-switches strategy improvement from the perspective of computational complexity. We consider two natural decision problems, both of which have as input a game GG, a starting strategy ss, and an edge ee. The problems are: 1.) The edge switch problem, namely, is the edge ee ever switched by all-switches strategy improvement when it is started from ss on game GG? 2.) The optimal strategy problem, namely, is the edge ee used in the final strategy that is found by strategy improvement when it is started from ss on game GG? We show PSPACE\mathtt{PSPACE}-completeness of the edge switch problem and optimal strategy problem for the following settings: Parity games with the discrete strategy improvement algorithm of V\"oge and Jurdzi\'nski; mean-payoff games with the gain-bias algorithm [14,37]; and discounted-payoff games and simple stochastic games with their standard strategy improvement algorithms. We also show PSPACE\mathtt{PSPACE}-completeness of an analogous problem to edge switch for the bottom-antipodal algorithm for finding the sink of an Acyclic Unique Sink Orientation on a cube
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