10 research outputs found

    Concurrent Games and Semi-Random Determinacy

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    Consider concurrent, infinite duration, two-player win/lose games played on graphs. If the winning condition satisfies some simple requirement, the existence of Player 1 winning (finite-memory) strategies is equivalent to the existence of winning (finite-memory) strategies in finitely many derived one-player games. Several classical winning conditions satisfy this simple requirement. Under an additional requirement on the winning condition, the non-existence of Player 1 winning strategies from all vertices is equivalent to the existence of Player 2 stochastic strategies almost-sure winning from all vertices. Only few classical winning conditions satisfy this additional requirement, but a fairness variant of omega-regular languages does

    Determinacy in Discrete-Bidding Infinite-Duration Games

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    In two-player games on graphs, the players move a token through a graph to produce an infinite path, which determines the winner of the game. Such games are central in formal methods since they model the interaction between a non-terminating system and its environment. In bidding games the players bid for the right to move the token: in each round, the players simultaneously submit bids, and the higher bidder moves the token and pays the other player. Bidding games are known to have a clean and elegant mathematical structure that relies on the ability of the players to submit arbitrarily small bids. Many applications, however, require a fixed granularity for the bids, which can represent, for example, the monetary value expressed in cents. We study, for the first time, the combination of discrete-bidding and infinite-duration games. Our most important result proves that these games form a large determined subclass of concurrent games, where determinacy is the strong property that there always exists exactly one player who can guarantee winning the game. In particular, we show that, in contrast to non-discrete bidding games, the mechanism with which tied bids are resolved plays an important role in discrete-bidding games. We study several natural tie-breaking mechanisms and show that, while some do not admit determinacy, most natural mechanisms imply determinacy for every pair of initial budgets

    From Local to Global Determinacy in Concurrent Graph Games

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    In general, finite concurrent two-player reachability games are only determined in a weak sense: the supremum probability to win can be approached via stochastic strategies, but cannot be realized. We introduce a class of concurrent games that are determined in a much stronger sense, and in a way, it is the largest class with this property. To this end, we introduce the notion of local interaction at a state of a graph game: it is a game form whose outcomes (i.e. a table whose entries) are the next states, which depend on the concurrent actions of the players. By definition, a game form is determined iff it always yields games that are determined via deterministic strategies when used as a local interaction in a Nature-free, one-shot reachability game. We show that if all the local interactions of a graph game with Borel objective are determined game forms, the game itself is determined: if Nature does not play, one player has a winning strategy; if Nature plays, both players have deterministic strategies that maximize the probability to win. This constitutes a clear-cut separation: either a game form behaves poorly already when used alone with basic objectives, or it behaves well even when used together with other well-behaved game forms and complex objectives. Existing results for positional and finite-memory determinacy in turn-based games are extended this way to concurrent games with determined local interactions (CG-DLI)

    Determinacy in Discrete-Bidding Infinite-Duration Games

    Get PDF
    In two-player games on graphs, the players move a token through a graph to produce an infinite path, which determines the winner of the game. Such games are central in formal methods since they model the interaction between a non-terminating system and its environment. In bidding games the players bid for the right to move the token: in each round, the players simultaneously submit bids, and the higher bidder moves the token and pays the other player. Bidding games are known to have a clean and elegant mathematical structure that relies on the ability of the players to submit arbitrarily small bids. Many applications, however, require a fixed granularity for the bids, which can represent, for example, the monetary value expressed in cents. We study, for the first time, the combination of discrete-bidding and infinite-duration games. Our most important result proves that these games form a large determined subclass of concurrent games, where determinacy is the strong property that there always exists exactly one player who can guarantee winning the game. In particular, we show that, in contrast to non-discrete bidding games, the mechanism with which tied bids are resolved plays an important role in discrete-bidding games. We study several natural tie-breaking mechanisms and show that, while some do not admit determinacy, most natural mechanisms imply determinacy for every pair of initial budgets

    Games Where You Can Play Optimally with Arena-Independent Finite Memory

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    For decades, two-player (antagonistic) games on graphs have been a framework of choice for many important problems in theoretical computer science. A notorious one is controller synthesis, which can be rephrased through the game-theoretic metaphor as the quest for a winning strategy of the system in a game against its antagonistic environment. Depending on the specification, optimal strategies might be simple or quite complex, for example having to use (possibly infinite) memory. Hence, research strives to understand which settings allow for simple strategies. In 2005, Gimbert and Zielonka provided a complete characterization of preference relations (a formal framework to model specifications and game objectives) that admit memoryless optimal strategies for both players. In the last fifteen years however, practical applications have driven the community toward games with complex or multiple objectives, where memory -- finite or infinite -- is almost always required. Despite much effort, the exact frontiers of the class of preference relations that admit finite-memory optimal strategies still elude us. In this work, we establish a complete characterization of preference relations that admit optimal strategies using arena-independent finite memory, generalizing the work of Gimbert and Zielonka to the finite-memory case. We also prove an equivalent to their celebrated corollary of great practical interest: if both players have optimal (arena-independent-)finite-memory strategies in all one-player games, then it is also the case in all two-player games. Finally, we pinpoint the boundaries of our results with regard to the literature: our work completely covers the case of arena-independent memory (e.g., multiple parity objectives, lower- and upper-bounded energy objectives), and paves the way to the arena-dependent case (e.g., multiple lower-bounded energy objectives).Comment: Updated title, full version of CONCUR 2020 conference pape

    Determinacy in Discrete-Bidding Infinite-Duration Games

    Get PDF
    In two-player games on graphs, the players move a token through a graph to produce an infinite path, which determines the winner of the game. Such games are central in formal methods since they model the interaction between a non-terminating system and its environment. In bidding games the players bid for the right to move the token: in each round, the players simultaneously submit bids, and the higher bidder moves the token and pays the other player. Bidding games are known to have a clean and elegant mathematical structure that relies on the ability of the players to submit arbitrarily small bids. Many applications, however, require a fixed granularity for the bids, which can represent, for example, the monetary value expressed in cents. We study, for the first time, the combination of discrete-bidding and infinite-duration games. Our most important result proves that these games form a large determined subclass of concurrent games, where determinacy is the strong property that there always exists exactly one player who can guarantee winning the game. In particular, we show that, in contrast to non-discrete bidding games, the mechanism with which tied bids are resolved plays an important role in discrete-bidding games. We study several natural tie-breaking mechanisms and show that, while some do not admit determinacy, most natural mechanisms imply determinacy for every pair of initial budgets

    Games Where You Can Play Optimally with Arena-Independent Finite Memory

    Get PDF
    For decades, two-player (antagonistic) games on graphs have been a framework of choice for many important problems in theoretical computer science. A notorious one is controller synthesis, which can be rephrased through the game-theoretic metaphor as the quest for a winning strategy of the system in a game against its antagonistic environment. Depending on the specification, optimal strategies might be simple or quite complex, for example having to use (possibly infinite) memory. Hence, research strives to understand which settings allow for simple strategies. In 2005, Gimbert and Zielonka provided a complete characterization of preference relations (a formal framework to model specifications and game objectives) that admit memoryless optimal strategies for both players. In the last fifteen years however, practical applications have driven the community toward games with complex or multiple objectives, where memory -- finite or infinite -- is almost always required. Despite much effort, the exact frontiers of the class of preference relations that admit finite-memory optimal strategies still elude us. In this work, we establish a complete characterization of preference relations that admit optimal strategies using arena-independent finite memory, generalizing the work of Gimbert and Zielonka to the finite-memory case. We also prove an equivalent to their celebrated corollary of great practical interest: if both players have optimal (arena-independent-)finite-memory strategies in all one-player games, then it is also the case in all two-player games. Finally, we pinpoint the boundaries of our results with regard to the literature: our work completely covers the case of arena-independent memory (e.g., multiple parity objectives, lower- and upper-bounded energy objectives), and paves the way to the arena-dependent case (e.g., multiple lower-bounded energy objectives)
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