15,541 research outputs found

    Expectations or Guarantees? I Want It All! A crossroad between games and MDPs

    Full text link
    When reasoning about the strategic capabilities of an agent, it is important to consider the nature of its adversaries. In the particular context of controller synthesis for quantitative specifications, the usual problem is to devise a strategy for a reactive system which yields some desired performance, taking into account the possible impact of the environment of the system. There are at least two ways to look at this environment. In the classical analysis of two-player quantitative games, the environment is purely antagonistic and the problem is to provide strict performance guarantees. In Markov decision processes, the environment is seen as purely stochastic: the aim is then to optimize the expected payoff, with no guarantee on individual outcomes. In this expository work, we report on recent results introducing the beyond worst-case synthesis problem, which is to construct strategies that guarantee some quantitative requirement in the worst-case while providing an higher expected value against a particular stochastic model of the environment given as input. This problem is relevant to produce system controllers that provide nice expected performance in the everyday situation while ensuring a strict (but relaxed) performance threshold even in the event of very bad (while unlikely) circumstances. It has been studied for both the mean-payoff and the shortest path quantitative measures.Comment: In Proceedings SR 2014, arXiv:1404.041

    Multi-Objective Model Checking of Markov Decision Processes

    Get PDF
    We study and provide efficient algorithms for multi-objective model checking problems for Markov Decision Processes (MDPs). Given an MDP, M, and given multiple linear-time (\omega -regular or LTL) properties \varphi\_i, and probabilities r\_i \epsilon [0,1], i=1,...,k, we ask whether there exists a strategy \sigma for the controller such that, for all i, the probability that a trajectory of M controlled by \sigma satisfies \varphi\_i is at least r\_i. We provide an algorithm that decides whether there exists such a strategy and if so produces it, and which runs in time polynomial in the size of the MDP. Such a strategy may require the use of both randomization and memory. We also consider more general multi-objective \omega -regular queries, which we motivate with an application to assume-guarantee compositional reasoning for probabilistic systems. Note that there can be trade-offs between different properties: satisfying property \varphi\_1 with high probability may necessitate satisfying \varphi\_2 with low probability. Viewing this as a multi-objective optimization problem, we want information about the "trade-off curve" or Pareto curve for maximizing the probabilities of different properties. We show that one can compute an approximate Pareto curve with respect to a set of \omega -regular properties in time polynomial in the size of the MDP. Our quantitative upper bounds use LP methods. We also study qualitative multi-objective model checking problems, and we show that these can be analysed by purely graph-theoretic methods, even though the strategies may still require both randomization and memory.Comment: 21 pages, 2 figure

    Multiple-Environment Markov Decision Processes

    Get PDF
    We introduce Multi-Environment Markov Decision Processes (MEMDPs) which are MDPs with a set of probabilistic transition functions. The goal in a MEMDP is to synthesize a single controller with guaranteed performances against all environments even though the environment is unknown a priori. While MEMDPs can be seen as a special class of partially observable MDPs, we show that several verification problems that are undecidable for partially observable MDPs, are decidable for MEMDPs and sometimes have even efficient solutions

    Feature Markov Decision Processes

    Full text link
    General purpose intelligent learning agents cycle through (complex,non-MDP) sequences of observations, actions, and rewards. On the other hand, reinforcement learning is well-developed for small finite state Markov Decision Processes (MDPs). So far it is an art performed by human designers to extract the right state representation out of the bare observations, i.e. to reduce the agent setup to the MDP framework. Before we can think of mechanizing this search for suitable MDPs, we need a formal objective criterion. The main contribution of this article is to develop such a criterion. I also integrate the various parts into one learning algorithm. Extensions to more realistic dynamic Bayesian networks are developed in a companion article.Comment: 7 page

    Equilibria, Fixed Points, and Complexity Classes

    Get PDF
    Many models from a variety of areas involve the computation of an equilibrium or fixed point of some kind. Examples include Nash equilibria in games; market equilibria; computing optimal strategies and the values of competitive games (stochastic and other games); stable configurations of neural networks; analysing basic stochastic models for evolution like branching processes and for language like stochastic context-free grammars; and models that incorporate the basic primitives of probability and recursion like recursive Markov chains. It is not known whether these problems can be solved in polynomial time. There are certain common computational principles underlying different types of equilibria, which are captured by the complexity classes PLS, PPAD, and FIXP. Representative complete problems for these classes are respectively, pure Nash equilibria in games where they are guaranteed to exist, (mixed) Nash equilibria in 2-player normal form games, and (mixed) Nash equilibria in normal form games with 3 (or more) players. This paper reviews the underlying computational principles and the corresponding classes
    • …
    corecore