139 research outputs found

    Hyperplane Separation Technique for Multidimensional Mean-Payoff Games

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    We consider both finite-state game graphs and recursive game graphs (or pushdown game graphs), that can model the control flow of sequential programs with recursion, with multi-dimensional mean-payoff objectives. In pushdown games two types of strategies are relevant: global strategies, that depend on the entire global history; and modular strategies, that have only local memory and thus do not depend on the context of invocation. We present solutions to several fundamental algorithmic questions and our main contributions are as follows: (1) We show that finite-state multi-dimensional mean-payoff games can be solved in polynomial time if the number of dimensions and the maximal absolute value of the weight is fixed; whereas if the number of dimensions is arbitrary, then problem is already known to be coNP-complete. (2) We show that pushdown graphs with multi-dimensional mean-payoff objectives can be solved in polynomial time. (3) For pushdown games under global strategies both single and multi-dimensional mean-payoff objectives problems are known to be undecidable, and we show that under modular strategies the multi-dimensional problem is also undecidable (whereas under modular strategies the single dimensional problem is NP-complete). We show that if the number of modules, the number of exits, and the maximal absolute value of the weight is fixed, then pushdown games under modular strategies with single dimensional mean-payoff objectives can be solved in polynomial time, and if either of the number of exits or the number of modules is not bounded, then the problem is NP-hard. (4) Finally we show that a fixed parameter tractable algorithm for finite-state multi-dimensional mean-payoff games or pushdown games under modular strategies with single-dimensional mean-payoff objectives would imply the solution of the long-standing open problem of fixed parameter tractability of parity games.Comment: arXiv admin note: text overlap with arXiv:1201.282

    Fixed-Dimensional Energy Games are in Pseudo-Polynomial Time

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    We generalise the hyperplane separation technique (Chatterjee and Velner, 2013) from multi-dimensional mean-payoff to energy games, and achieve an algorithm for solving the latter whose running time is exponential only in the dimension, but not in the number of vertices of the game graph. This answers an open question whether energy games with arbitrary initial credit can be solved in pseudo-polynomial time for fixed dimensions 3 or larger (Chaloupka, 2013). It also improves the complexity of solving multi-dimensional energy games with given initial credit from non-elementary (Br\'azdil, Jan\v{c}ar, and Ku\v{c}era, 2010) to 2EXPTIME, thus establishing their 2EXPTIME-completeness.Comment: Corrected proof of Lemma 6.2 (thanks to Dmitry Chistikov for spotting an error in the previous proof

    Robust Multidimensional Mean-Payoff Games are Undecidable

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    Mean-payoff games play a central role in quantitative synthesis and verification. In a single-dimensional game a weight is assigned to every transition and the objective of the protagonist is to assure a non-negative limit-average weight. In the multidimensional setting, a weight vector is assigned to every transition and the objective of the protagonist is to satisfy a boolean condition over the limit-average weight of each dimension, e.g., \LimAvg(x_1) \leq 0 \vee \LimAvg(x_2)\geq 0 \wedge \LimAvg(x_3) \geq 0. We recently proved that when one of the players is restricted to finite-memory strategies then the decidability of determining the winner is inter-reducible with Hilbert's Tenth problem over rationals (a fundamental long-standing open problem). In this work we allow arbitrary (infinite-memory) strategies for both players and we show that the problem is undecidable

    Attainability in Repeated Games with Vector Payoffs

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    We introduce the concept of attainable sets of payoffs in two-player repeated games with vector payoffs. A set of payoff vectors is called {\em attainable} if player 1 can ensure that there is a finite horizon TT such that after time TT the distance between the set and the cumulative payoff is arbitrarily small, regardless of what strategy player 2 is using. This paper focuses on the case where the attainable set consists of one payoff vector. In this case the vector is called an attainable vector. We study properties of the set of attainable vectors, and characterize when a specific vector is attainable and when every vector is attainable.Comment: 28 pages, 2 figures, conference version at NetGCoop 201

    From Security Enforcement to Supervisory Control in Discrete Event Systems: Qualitative and Quantitative Analyses

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    Cyber-physical systems are technological systems that involve physical components that are monitored and controlled by multiple computational units that exchange information through a communication network. Examples of cyber-physical systems arise in transportation, power, smart manufacturing, and other classes of systems that have a large degree of automation. Analysis and control of cyber-physical systems is an active area of research. The increasing demands for safety, security and performance improvement of cyber-physical systems put stringent constraints on their design and necessitate the use of formal model-based methods to synthesize control strategies that provably enforce required properties. This dissertation focuses on the higher level control logic in cyber-physical systems using the framework of discrete event systems. It tackles two classes of problems for discrete event systems. The first class of problems is related to system security. This problem is formulated in terms of the information flow property of opacity. In this part of the dissertation, an interface-based approach called insertion/edit function is developed to enforce opacity under the potential inference of malicious intruders that may or may not know the implementation of the insertion/edit function. The focus is the synthesis of insertion/edit functions that solve the opacity enforcement problem in the framework of qualitative and quantitative games on finite graphs. The second problem treated in the dissertation is that of performance optimization in the context of supervisory control under partial observation. This problem is transformed to a two-player quantitative game and an information structure where the game is played is constructed. A novel approach to synthesize supervisors by solving the game is developed. The main contributions of this dissertation are grouped into the following five categories. (i) The transformation of the formulated opacity enforcement and supervisory control problems to games on finite graphs provides a systematic way of performing worst case analysis in design of discrete event systems. (ii) These games have state spaces that are as compact as possible using the notion of information states in each corresponding problem. (iii) A formal model-based approach is employed in the entire dissertation, which results in provably correct solutions. (iv) The approaches developed in this dissertation reveal the interconnection between control theory and formal methods. (v) The results in this dissertation are applicable to many types of cyber-physical systems with security-critical and performance-aware requirements.PHDElectrical and Computer EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttps://deepblue.lib.umich.edu/bitstream/2027.42/150002/1/jiyiding_1.pd

    The Theory of Universal Graphs for Infinite Duration Games

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    We introduce the notion of universal graphs as a tool for constructing algorithms solving games of infinite duration such as parity games and mean payoff games. In the first part we develop the theory of universal graphs, with two goals: showing an equivalence and normalisation result between different recently introduced related models, and constructing generic value iteration algorithms for any positionally determined objective. In the second part we give four applications: to parity games, to mean payoff games, and to combinations of them (in the form of disjunctions of objectives). For each of these four cases we construct algorithms achieving or improving over the best known time and space complexity.Comment: 43 pages, 10 figure

    IST Austria Technical Report

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    Simulation is an attractive alternative for language inclusion for automata as it is an under-approximation of language inclusion, but usually has much lower complexity. For non-deterministic automata, while language inclusion is PSPACE-complete, simulation can be computed in polynomial time. Simulation has also been extended in two orthogonal directions, namely, (1) fair simulation, for simulation over specified set of infinite runs; and (2) quantitative simulation, for simulation between weighted automata. Again, while fair trace inclusion is PSPACE-complete, fair simulation can be computed in polynomial time. For weighted automata, the (quantitative) language inclusion problem is undecidable for mean-payoff automata and the decidability is open for discounted-sum automata, whereas the (quantitative) simulation reduce to mean-payoff games and discounted-sum games, which admit pseudo-polynomial time algorithms. In this work, we study (quantitative) simulation for weighted automata with Büchi acceptance conditions, i.e., we generalize fair simulation from non-weighted automata to weighted automata. We show that imposing Büchi acceptance conditions on weighted automata changes many fundamental properties of the simulation games. For example, whereas for mean-payoff and discounted-sum games, the players do not need memory to play optimally; we show in contrast that for simulation games with Büchi acceptance conditions, (i) for mean-payoff objectives, optimal strategies for both players require infinite memory in general, and (ii) for discounted-sum objectives, optimal strategies need not exist for both players. While the simulation games with Büchi acceptance conditions are more complicated (e.g., due to infinite-memory requirements for mean-payoff objectives) as compared to their counterpart without Büchi acceptance conditions, we still present pseudo-polynomial time algorithms to solve simulation games with Büchi acceptance conditions for both weighted mean-payoff and weighted discounted-sum automata

    Quantum computational finance: martingale asset pricing for incomplete markets

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    A derivative is a financial security whose value is a function of underlying traded assets and market outcomes. Pricing a financial derivative involves setting up a market model, finding a martingale (``fair game") probability measure for the model from the given asset prices, and using that probability measure to price the derivative. When the number of underlying assets and/or the number of market outcomes in the model is large, pricing can be computationally demanding. We show that a variety of quantum techniques can be applied to the pricing problem in finance, with a particular focus on incomplete markets. We discuss three different methods that are distinct from previous works: they do not use the quantum algorithms for Monte Carlo estimation and they extract the martingale measure from market variables akin to bootstrapping, a common practice among financial institutions. The first two methods are based on a formulation of the pricing problem into a linear program and are using respectively the quantum zero-sum game algorithm and the quantum simplex algorithm as subroutines. For the last algorithm, we formalize a new market assumption milder than market completeness for which quantum linear systems solvers can be applied with the associated potential for large speedups. As a prototype use case, we conduct numerical experiments in the framework of the Black-Scholes-Merton model.Comment: 31 pages, 6 figure

    Evolutionary Game Theory Squared: Evolving Agents in Endogenously Evolving Zero-Sum Games

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    The predominant paradigm in evolutionary game theory and more generally online learning in games is based on a clear distinction between a population of dynamic agents that interact given a fixed, static game. In this paper, we move away from the artificial divide between dynamic agents and static games, to introduce and analyze a large class of competitive settings where both the agents and the games they play evolve strategically over time. We focus on arguably the most archetypal game-theoretic setting -- zero-sum games (as well as network generalizations) -- and the most studied evolutionary learning dynamic -- replicator, the continuous-time analogue of multiplicative weights. Populations of agents compete against each other in a zero-sum competition that itself evolves adversarially to the current population mixture. Remarkably, despite the chaotic coevolution of agents and games, we prove that the system exhibits a number of regularities. First, the system has conservation laws of an information-theoretic flavor that couple the behavior of all agents and games. Secondly, the system is Poincar\'{e} recurrent, with effectively all possible initializations of agents and games lying on recurrent orbits that come arbitrarily close to their initial conditions infinitely often. Thirdly, the time-average agent behavior and utility converge to the Nash equilibrium values of the time-average game. Finally, we provide a polynomial time algorithm to efficiently predict this time-average behavior for any such coevolving network game.Comment: To appear in AAAI 202
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