57 research outputs found

    Extending Finite Memory Determinacy to Multiplayer Games

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    We show that under some general conditions the finite memory determinacy of a class of two-player win/lose games played on finite graphs implies the existence of a Nash equilibrium built from finite memory strategies for the corresponding class of multi-player multi-outcome games. This generalizes a previous result by Brihaye, De Pril and Schewe. For most of our conditions we provide counterexamples showing that they cannot be dispensed with. Our proofs are generally constructive, that is, provide upper bounds for the memory required, as well as algorithms to compute the relevant winning strategies.Comment: In Proceedings SR 2016, arXiv:1607.0269

    Extending finite-memory determinacy to multi-player games

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    We show that under some general conditions the finite memory determinacy of a class of two-player win/lose games played on finite graphs implies the existence of a Nash equilibrium built from finite memory strategies for the corresponding class of multi-player multi-outcome games. This generalizes a previous result by Brihaye, De Pril and Schewe. We provide a number of example that separate the various criteria we explore.Our proofs are generally constructive, that is, provide upper bounds for the memory required, as well as algorithms to compute the relevant Nash equilibria

    Nash Equilibrium in Generalised Muller Games

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    We suggest that extending Muller games with preference ordering for players is a natural way to reason about unbounded duration games. In this context, we look at the standard solution concept of Nash equilibrium for non-zero sum games. We show that Nash equilibria always exists for such generalised Muller games on finite graphs and present a procedure to compute an equilibrium strategy profile. We also give a procedure to compute a subgame perfect equilibrium when it exists in such games

    Computer aided synthesis: a game theoretic approach

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    In this invited contribution, we propose a comprehensive introduction to game theory applied in computer aided synthesis. In this context, we give some classical results on two-player zero-sum games and then on multi-player non zero-sum games. The simple case of one-player games is strongly related to automata theory on infinite words. All along the article, we focus on general approaches to solve the studied problems, and we provide several illustrative examples as well as intuitions on the proofs.Comment: Invitation contribution for conference "Developments in Language Theory" (DLT 2017

    One-To-Two-Player Lifting for Mildly Growing Memory

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    We investigate a phenomenon of "one-to-two-player lifting" in infinite-duration two-player games on graphs with zero-sum objectives. More specifically, let ? be a class of strategies. It turns out that in many cases, to show that all two-player games on graphs with a given payoff function are determined in ?, it is sufficient to do so for one-player games. That is, in many cases the determinacy in ? can be "lifted" from one-player games to two-player games. Namely, Gimbert and Zielonka (CONCUR 2005) have shown this for the class of positional strategies. Recently, Bouyer et al. (CONCUR 2020) have extended this to the classes of arena-independent finite-memory strategies. Informally, these are finite-memory strategies that use the same way of storing memory in all game graphs. In this paper, we put the lifting technique into the context of memory complexity. The memory complexity of a payoff function measures, how many states of memory we need to play optimally in game graphs with up to n nodes, depending on n. We address the following question. Assume that we know the memory complexity of our payoff function in one-player games. Then what can be said about its memory complexity in two-player games? In particular, when is it finite? In this paper, we answer this questions for strategies with "chromatic" memory. These are strategies that only accumulate sequences of colors of edges in their memory. We obtain the following results. - Assume that the chromatic memory complexity in one-player games is sublinear in n on some infinite subsequence. Then the chromatic memory complexity in two-player games is finite. - We provide an example in which (a) the chromatic memory complexity in one-player games is linear in n; (b) the memory complexity in two-player games is infinite. Thus, we obtain the exact barrier for the one-to-two-player lifting theorems in the setting of chromatic finite-memory strategies. Previous results only cover payoff functions with constant chromatic memory complexity

    Games with Delays. A Frankenstein Approach

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    We investigate infinite games on finite graphs where the information flow is perturbed by nondeterministic signalling delays. It is known that such perturbations make synthesis problems virtually unsolvable, in the general case. On the classical model where signals are attached to states, tractable cases are rare and difficult to identify. Here, we propose a model where signals are detached from control states, and we identify a subclass on which equilibrium outcomes can be preserved, even if signals are delivered with a delay that is finitely bounded. To offset the perturbation, our solution procedure combines responses from a collection of virtual plays following an equilibrium strategy in the instant- signalling game to synthesise, in a Frankenstein manner, an equivalent equilibrium strategy for the delayed-signalling game
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