152,194 research outputs found
Quantitative games with interval objectives
Traditionally quantitative games such as mean-payoff games and discount sum
games have two players -- one trying to maximize the payoff, the other trying
to minimize it. The associated decision problem, "Can Eve (the maximizer)
achieve, for example, a positive payoff?" can be thought of as one player
trying to attain a payoff in the interval . In this paper we
consider the more general problem of determining if a player can attain a
payoff in a finite union of arbitrary intervals for various payoff functions
(liminf, mean-payoff, discount sum, total sum). In particular this includes the
interesting exact-value problem, "Can Eve achieve a payoff of exactly (e.g.)
0?"Comment: Full version of CONCUR submissio
Role of the effective payoff function in evolutionary game dynamics
In most studies regarding evolutionary game dynamics, the effective payoff, a
quantity that translates the payoff derived from game interactions into
reproductive success, is usually assumed to be a specific function of the
payoff. Meanwhile, the effect of different function forms of effective payoff
on evolutionary dynamics is always left in the basket. With introducing a
generalized mapping that the effective payoff of individuals is a non-negative
function of two variables on selection intensity and payoff, we study how
different effective payoff functions affect evolutionary dynamics in a
symmetrical mutation-selection process. For standard two-strategy two-player
games, we find that under weak selection the condition for one strategy to
dominate the other depends not only on the classical {\sigma}-rule, but also on
an extra constant that is determined by the form of the effective payoff
function. By changing the sign of the constant, we can alter the direction of
strategy selection. Taking the Moran process and pairwise comparison process as
specific models in well-mixed populations, we find that different fitness or
imitation mappings are equivalent under weak selection. Moreover, the sign of
the extra constant determines the direction of one-third law and risk-dominance
for sufficiently large populations. This work thus helps to elucidate how the
effective payoff function as another fundamental ingredient of evolution affect
evolutionary dynamics.Comment: This paper has been accepted to publish on EP
Looking at Mean-Payoff through Foggy Windows
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
Mean-payoff Automaton Expressions
Quantitative languages are an extension of boolean languages that assign to
each word a real number. Mean-payoff automata are finite automata with
numerical weights on transitions that assign to each infinite path the long-run
average of the transition weights. When the mode of branching of the automaton
is deterministic, nondeterministic, or alternating, the corresponding class of
quantitative languages is not robust as it is not closed under the pointwise
operations of max, min, sum, and numerical complement. Nondeterministic and
alternating mean-payoff automata are not decidable either, as the quantitative
generalization of the problems of universality and language inclusion is
undecidable.
We introduce a new class of quantitative languages, defined by mean-payoff
automaton expressions, which is robust and decidable: it is closed under the
four pointwise operations, and we show that all decision problems are decidable
for this class. Mean-payoff automaton expressions subsume deterministic
mean-payoff automata, and we show that they have expressive power incomparable
to nondeterministic and alternating mean-payoff automata. We also present for
the first time an algorithm to compute distance between two quantitative
languages, and in our case the quantitative languages are given as mean-payoff
automaton expressions
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