16,740 research outputs found
Robust Exponential Worst Cases for Divide-et-Impera Algorithms for Parity Games
The McNaughton-Zielonka divide et impera algorithm is the simplest and most
flexible approach available in the literature for determining the winner in a
parity game. Despite its theoretical worst-case complexity and the negative
reputation as a poorly effective algorithm in practice, it has been shown to
rank among the best techniques for the solution of such games. Also, it proved
to be resistant to a lower bound attack, even more than the strategy
improvements approaches, and only recently a family of games on which the
algorithm requires exponential time has been provided by Friedmann. An easy
analysis of this family shows that a simple memoization technique can help the
algorithm solve the family in polynomial time. The same result can also be
achieved by exploiting an approach based on the dominion-decomposition
techniques proposed in the literature. These observations raise the question
whether a suitable combination of dynamic programming and game-decomposition
techniques can improve on the exponential worst case of the original algorithm.
In this paper we answer this question negatively, by providing a robustly
exponential worst case, showing that no intertwining of the above mentioned
techniques can help mitigating the exponential nature of the divide et impera
approaches.Comment: In Proceedings GandALF 2017, arXiv:1709.0176
Decomposing GR(1) Games with Singleton Liveness Guarantees for Efficient Synthesis
Temporal logic based synthesis approaches are often used to find trajectories
that are correct-by-construction for tasks in systems with complex behavior.
Some examples of such tasks include synchronization for multi-agent hybrid
systems, reactive motion planning for robots. However, the scalability of such
approaches is of concern and at times a bottleneck when transitioning from
theory to practice. In this paper, we identify a class of problems in the GR(1)
fragment of linear-time temporal logic (LTL) where the synthesis problem allows
for a decomposition that enables easy parallelization. This decomposition also
reduces the alternation depth, resulting in more efficient synthesis. A
multi-agent robot gridworld example with coordination tasks is presented to
demonstrate the application of the developed ideas and also to perform
empirical analysis for benchmarking the decomposition-based synthesis approach
A Random Walk Perspective on Hide-and-Seek Games
We investigate hide-and-seek games on complex networks using a random walk
framework. Specifically, we investigate the efficiency of various degree-biased
random walk search strategies to locate items that are randomly hidden on a
subset of vertices of a random graph. Vertices at which items are hidden in the
network are chosen at random as well, though with probabilities that may depend
on degree. We pitch various hide and seek strategies against each other, and
determine the efficiency of search strategies by computing the average number
of hidden items that a searcher will uncover in a random walk of steps. Our
analysis is based on the cavity method for finite single instances of the
problem, and generalises previous work of De Bacco et al. [1] so as to cover
degree-biased random walks. We also extend the analysis to deal with the
thermodynamic limit of infinite system size. We study a broad spectrum of
functional forms for the degree bias of both the hiding and the search strategy
and investigate the efficiency of families of search strategies for cases where
their functional form is either matched or unmatched to that of the hiding
strategy. Our results are in excellent agreement with those of numerical
simulations. We propose two simple approximations for predicting efficient
search strategies. One is based on an equilibrium analysis of the random walk
search strategy. While not exact, it produces correct orders of magnitude for
parameters characterising optimal search strategies. The second exploits the
existence of an effective drift in random walks on networks, and is expected to
be efficient in systems with low concentration of small degree nodes.Comment: 31 pages, 10 (multi-part) figure
Physics-based Motion Planning with Temporal Logic Specifications
One of the main foci of robotics is nowadays centered in providing a great
degree of autonomy to robots. A fundamental step in this direction is to give
them the ability to plan in discrete and continuous spaces to find the required
motions to complete a complex task. In this line, some recent approaches
describe tasks with Linear Temporal Logic (LTL) and reason on discrete actions
to guide sampling-based motion planning, with the aim of finding
dynamically-feasible motions that satisfy the temporal-logic task
specifications. The present paper proposes an LTL planning approach enhanced
with the use of ontologies to describe and reason about the task, on the one
hand, and that includes physics-based motion planning to allow the purposeful
manipulation of objects, on the other hand. The proposal has been implemented
and is illustrated with didactic examples with a mobile robot in simple
scenarios where some of the goals are occupied with objects that must be
removed in order to fulfill the task.Comment: The 20th World Congress of the International Federation of Automatic
Control, 9-14 July 201
Solving Imperfect Information Games Using Decomposition
Decomposition, i.e. independently analyzing possible subgames, has proven to
be an essential principle for effective decision-making in perfect information
games. However, in imperfect information games, decomposition has proven to be
problematic. To date, all proposed techniques for decomposition in imperfect
information games have abandoned theoretical guarantees. This work presents the
first technique for decomposing an imperfect information game into subgames
that can be solved independently, while retaining optimality guarantees on the
full-game solution. We can use this technique to construct theoretically
justified algorithms that make better use of information available at run-time,
overcome memory or disk limitations at run-time, or make a time/space trade-off
to overcome memory or disk limitations while solving a game. In particular, we
present an algorithm for subgame solving which guarantees performance in the
whole game, in contrast to existing methods which may have unbounded error. In
addition, we present an offline game solving algorithm, CFR-D, which can
produce a Nash equilibrium for a game that is larger than available storage.Comment: 7 pages by 2 columns, 5 figures; April 21 2014 - expand explanations
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