373 research outputs found

    Approximating values of generalized-reachability stochastic games

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    Simple stochastic games are turn-based 2œ-player games with a reachability objective. The basic question asks whether one player can ensure reaching a given target with at least a given probability. A natural extension is games with a conjunction of such conditions as objective. Despite a plethora of recent results on the analysis of systems with multiple objectives, the decidability of this basic problem remains open. In this paper, we present an algorithm approximating the Pareto frontier of the achievable values to a given precision. Moreover, it is an anytime algorithm, meaning it can be stopped at any time returning the current approximation and its error bound

    Different Approaches on Stochastic Reachability as an Optimal Stopping Problem

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    Reachability analysis is the core of model checking of time systems. For stochastic hybrid systems, this safety verification method is very little supported mainly because of complexity and difficulty of the associated mathematical problems. In this paper, we develop two main directions of studying stochastic reachability as an optimal stopping problem. The first approach studies the hypotheses for the dynamic programming corresponding with the optimal stopping problem for stochastic hybrid systems. In the second approach, we investigate the reachability problem considering approximations of stochastic hybrid systems. The main difficulty arises when we have to prove the convergence of the value functions of the approximating processes to the value function of the initial process. An original proof is provided

    Solving Stochastic B\"uchi Games on Infinite Arenas with a Finite Attractor

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    We consider games played on an infinite probabilistic arena where the first player aims at satisfying generalized B\"uchi objectives almost surely, i.e., with probability one. We provide a fixpoint characterization of the winning sets and associated winning strategies in the case where the arena satisfies the finite-attractor property. From this we directly deduce the decidability of these games on probabilistic lossy channel systems.Comment: In Proceedings QAPL 2013, arXiv:1306.241

    Polynomial Time Algorithms for Branching Markov Decision Processes and Probabilistic Min(Max) Polynomial Bellman Equations

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    We show that one can approximate the least fixed point solution for a multivariate system of monotone probabilistic max(min) polynomial equations, referred to as maxPPSs (and minPPSs, respectively), in time polynomial in both the encoding size of the system of equations and in log(1/epsilon), where epsilon > 0 is the desired additive error bound of the solution. (The model of computation is the standard Turing machine model.) We establish this result using a generalization of Newton's method which applies to maxPPSs and minPPSs, even though the underlying functions are only piecewise-differentiable. This generalizes our recent work which provided a P-time algorithm for purely probabilistic PPSs. These equations form the Bellman optimality equations for several important classes of infinite-state Markov Decision Processes (MDPs). Thus, as a corollary, we obtain the first polynomial time algorithms for computing to within arbitrary desired precision the optimal value vector for several classes of infinite-state MDPs which arise as extensions of classic, and heavily studied, purely stochastic processes. These include both the problem of maximizing and mininizing the termination (extinction) probability of multi-type branching MDPs, stochastic context-free MDPs, and 1-exit Recursive MDPs. Furthermore, we also show that we can compute in P-time an epsilon-optimal policy for both maximizing and minimizing branching, context-free, and 1-exit-Recursive MDPs, for any given desired epsilon > 0. This is despite the fact that actually computing optimal strategies is Sqrt-Sum-hard and PosSLP-hard in this setting. We also derive, as an easy consequence of these results, an FNP upper bound on the complexity of computing the value (within arbitrary desired precision) of branching simple stochastic games (BSSGs)

    Approximating the Value of Energy-Parity Objectives in Simple Stochastic Games

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    We consider simple stochastic games G with energy-parity objectives, a combination of quantitative rewards with a qualitative parity condition. The Maximizer tries to avoid running out of energy while simultaneously satisfying a parity condition. We present an algorithm to approximate the value of a given configuration in 2-NEXPTIME. Moreover, ?-optimal strategies for either player require at most O(2-EXP(|G|)?log(1/?)) memory modes
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