2,249 research outputs found

    One-Counter Stochastic Games

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    We study the computational complexity of basic decision problems for one-counter simple stochastic games (OC-SSGs), under various objectives. OC-SSGs are 2-player turn-based stochastic games played on the transition graph of classic one-counter automata. We study primarily the termination objective, where the goal of one player is to maximize the probability of reaching counter value 0, while the other player wishes to avoid this. Partly motivated by the goal of understanding termination objectives, we also study certain "limit" and "long run average" reward objectives that are closely related to some well-studied objectives for stochastic games with rewards. Examples of problems we address include: does player 1 have a strategy to ensure that the counter eventually hits 0, i.e., terminates, almost surely, regardless of what player 2 does? Or that the liminf (or limsup) counter value equals infinity with a desired probability? Or that the long run average reward is >0 with desired probability? We show that the qualitative termination problem for OC-SSGs is in NP intersection coNP, and is in P-time for 1-player OC-SSGs, or equivalently for one-counter Markov Decision Processes (OC-MDPs). Moreover, we show that quantitative limit problems for OC-SSGs are in NP intersection coNP, and are in P-time for 1-player OC-MDPs. Both qualitative limit problems and qualitative termination problems for OC-SSGs are already at least as hard as Condon's quantitative decision problem for finite-state SSGs.Comment: 20 pages, 1 figure. This is a full version of a paper accepted for publication in proceedings of FSTTCS 201

    Looking at Mean-Payoff through Foggy Windows

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    Mean-payoff games (MPGs) are infinite duration two-player zero-sum games played on weighted graphs. Under the hypothesis of perfect information, they admit memoryless optimal strategies for both players and can be solved in NP-intersect-coNP. MPGs are suitable quantitative models for open reactive systems. However, in this context the assumption of perfect information is not always realistic. For the partial-observation case, the problem that asks if the first player has an observation-based winning strategy that enforces a given threshold on the mean-payoff, is undecidable. In this paper, we study the window mean-payoff objectives that were introduced recently as an alternative to the classical mean-payoff objectives. We show that, in sharp contrast to the classical mean-payoff objectives, some of the window mean-payoff objectives are decidable in games with partial-observation

    Average-energy games

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    Two-player quantitative zero-sum games provide a natural framework to synthesize controllers with performance guarantees for reactive systems within an uncontrollable environment. Classical settings include mean-payoff games, where the objective is to optimize the long-run average gain per action, and energy games, where the system has to avoid running out of energy. We study average-energy games, where the goal is to optimize the long-run average of the accumulated energy. We show that this objective arises naturally in several applications, and that it yields interesting connections with previous concepts in the literature. We prove that deciding the winner in such games is in NP inter coNP and at least as hard as solving mean-payoff games, and we establish that memoryless strategies suffice to win. We also consider the case where the system has to minimize the average-energy while maintaining the accumulated energy within predefined bounds at all times: this corresponds to operating with a finite-capacity storage for energy. We give results for one-player and two-player games, and establish complexity bounds and memory requirements.Comment: In Proceedings GandALF 2015, arXiv:1509.0685

    Energy Parity Games

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    Energy parity games are infinite two-player turn-based games played on weighted graphs. The objective of the game combines a (qualitative) parity condition with the (quantitative) requirement that the sum of the weights (i.e., the level of energy in the game) must remain positive. Beside their own interest in the design and synthesis of resource-constrained omega-regular specifications, energy parity games provide one of the simplest model of games with combined qualitative and quantitative objective. Our main results are as follows: (a) exponential memory is necessary and sufficient for winning strategies in energy parity games; (b) the problem of deciding the winner in energy parity games can be solved in NP \cap coNP; and (c) we give an algorithm to solve energy parity by reduction to energy games. We also show that the problem of deciding the winner in energy parity games is polynomially equivalent to the problem of deciding the winner in mean-payoff parity games, while optimal strategies may require infinite memory in mean-payoff parity games. As a consequence we obtain a conceptually simple algorithm to solve mean-payoff parity games
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