39,661 research outputs found
An Exponential Lower Bound for the Latest Deterministic Strategy Iteration Algorithms
This paper presents a new exponential lower bound for the two most popular
deterministic variants of the strategy improvement algorithms for solving
parity, mean payoff, discounted payoff and simple stochastic games. The first
variant improves every node in each step maximizing the current valuation
locally, whereas the second variant computes the globally optimal improvement
in each step. We outline families of games on which both variants require
exponentially many strategy iterations
Solving Simple Stochastic Games with Few Random Vertices
Simple stochastic games are two-player zero-sum stochastic games with turn-based moves, perfect information, and reachability winning conditions. We present two new algorithms computing the values of simple stochastic games. Both of them rely on the existence of optimal permutation strategies, a class of positional strategies derived from permutations of the random vertices. The "permutation-enumeration" algorithm performs an exhaustive search among these strategies, while the "permutation-improvement'' algorithm is based on successive improvements, à la Hoffman-Karp. Our algorithms improve previously known algorithms in several aspects. First they run in polynomial time when the number of random vertices is fixed, so the problem of solving simple stochastic games is fixed-parameter tractable when the parameter is the number of random vertices. Furthermore, our algorithms do not require the input game to be transformed into a stopping game. Finally, the permutation-enumeration algorithm does not use linear programming, while the permutation-improvement algorithm may run in polynomial time
Comparison of Algorithms for Simple Stochastic Games (Full Version)
Simple stochastic games are turn-based 2.5-player zero-sum graph games with a
reachability objective. The problem is to compute the winning probability as
well as the optimal strategies of both players. In this paper, we compare the
three known classes of algorithms -- value iteration, strategy iteration and
quadratic programming -- both theoretically and practically. Further, we
suggest several improvements for all algorithms, including the first approach
based on quadratic programming that avoids transforming the stochastic game to
a stopping one. Our extensive experiments show that these improvements can lead
to significant speed-ups. We implemented all algorithms in PRISM-games 3.0,
thereby providing the first implementation of quadratic programming for solving
simple stochastic games
Constant Rank Bimatrix Games are PPAD-hard
The rank of a bimatrix game (A,B) is defined as rank(A+B). Computing a Nash
equilibrium (NE) of a rank-, i.e., zero-sum game is equivalent to linear
programming (von Neumann'28, Dantzig'51). In 2005, Kannan and Theobald gave an
FPTAS for constant rank games, and asked if there exists a polynomial time
algorithm to compute an exact NE. Adsul et al. (2011) answered this question
affirmatively for rank- games, leaving rank-2 and beyond unresolved.
In this paper we show that NE computation in games with rank , is
PPAD-hard, settling a decade long open problem. Interestingly, this is the
first instance that a problem with an FPTAS turns out to be PPAD-hard. Our
reduction bypasses graphical games and game gadgets, and provides a simpler
proof of PPAD-hardness for NE computation in bimatrix games. In addition, we
get:
* An equivalence between 2D-Linear-FIXP and PPAD, improving a result by
Etessami and Yannakakis (2007) on equivalence between Linear-FIXP and PPAD.
* NE computation in a bimatrix game with convex set of Nash equilibria is as
hard as solving a simple stochastic game.
* Computing a symmetric NE of a symmetric bimatrix game with rank is
PPAD-hard.
* Computing a (1/poly(n))-approximate fixed-point of a (Linear-FIXP)
piecewise-linear function is PPAD-hard.
The status of rank- games remains unresolved
Complexity of Decision Problems for Mixed and Modal Specifications
International audienceWe present a new algorithm for solving Simple Stochastic Games (SSGs). This algorithm is based on an exhaustive search of a special kind of positional optimal strategies, the f-strategies. The running time is , where and are respectively the number of vertices, random vertices and edges, and the maximum bit-length of a transition probability. Our algorithm improves existing algorithms for solving SSGs in three aspects. First, our algorithm performs well on SSGs with few random vertices, second it does not rely on linear or quadratic programming, third it applies to all SSGs, not only stopping SSGs
The Complexity of All-switches Strategy Improvement
Strategy improvement is a widely-used and well-studied class of algorithms
for solving graph-based infinite games. These algorithms are parameterized by a
switching rule, and one of the most natural rules is "all switches" which
switches as many edges as possible in each iteration. Continuing a recent line
of work, we study all-switches strategy improvement from the perspective of
computational complexity. We consider two natural decision problems, both of
which have as input a game , a starting strategy , and an edge . The
problems are: 1.) The edge switch problem, namely, is the edge ever
switched by all-switches strategy improvement when it is started from on
game ? 2.) The optimal strategy problem, namely, is the edge used in the
final strategy that is found by strategy improvement when it is started from
on game ? We show -completeness of the edge switch
problem and optimal strategy problem for the following settings: Parity games
with the discrete strategy improvement algorithm of V\"oge and Jurdzi\'nski;
mean-payoff games with the gain-bias algorithm [14,37]; and discounted-payoff
games and simple stochastic games with their standard strategy improvement
algorithms. We also show -completeness of an analogous problem
to edge switch for the bottom-antipodal algorithm for finding the sink of an
Acyclic Unique Sink Orientation on a cube
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