108 research outputs found

    The Complexity of Nash Equilibria in Stochastic Multiplayer Games

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    We analyse the computational complexity of finding Nash equilibria in stochastic multiplayer games with ω\omega-regular objectives. We show that restricting the search space to equilibria whose payoffs fall into a certain interval may lead to undecidability. In particular, we prove that the following problem is undecidable: Given a game~G\mathcal{G}, does there exist a pure-strategy Nash equilibrium of~G\mathcal{G} where player 0 wins with probability~11. Moreover, this problem remains undecidable if it is restricted to strategies with (unbounded) finite memory. However, if randomised strategies are allowed, decidability remains an open problem; we can only prove NP-hardness in this case. One way to obtain a provably decidable variant of the problem is to restrict the strategies to be positional or stationary. For the complexity of these two problems, we obtain a common lower bound of NP and upper bounds of NP and PSPACE respectively. Finally, we single out a special case of the general problem that, in many cases, admits an efficient solution. In particular, we prove that deciding the existence of an equilibrium in which each player either wins or loses with probability~11 can be done in polynomial time for games where, for instance, the objective of each player is given by a parity condition with a bounded number of priorities

    The Complexity of Nash Equilibria in Stochastic Multiplayer Games

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    We analyse the computational complexity of finding Nash equilibria in turn-based stochastic multiplayer games with omega-regular objectives. We show that restricting the search space to equilibria whose payoffs fall into a certain interval may lead to undecidability. In particular, we prove that the following problem is undecidable: Given a game G, does there exist a Nash equilibrium of G where Player 0 wins with probability 1? Moreover, this problem remains undecidable when restricted to pure strategies or (pure) strategies with finite memory. One way to obtain a decidable variant of the problem is to restrict the strategies to be positional or stationary. For the complexity of these two problems, we obtain a common lower bound of NP and upper bounds of NP and PSPACE respectively. Finally, we single out a special case of the general problem that, in many cases, admits an efficient solution. In particular, we prove that deciding the existence of an equilibrium in which each player either wins or loses with probability 1 can be done in polynomial time for games where the objective of each player is given by a parity condition with a bounded number of priorities

    2008 Abstracts Collection -- IARCS Annual Conference on Foundations of Software Technology and Theoretical Computer Science

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    This volume contains the proceedings of the 28th international conference on the Foundations of Software Technology and Theoretical Computer Science (FSTTCS 2008), organized under the auspices of the Indian Association for Research in Computing Science (IARCS)

    Generation and Analysis of Content for Physics-Based Video Games

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    The development of artificial intelligence (AI) techniques that can assist with the creation and analysis of digital content is a broad and challenging task for researchers. This topic has been most prevalent in the field of game AI research, where games are used as a testbed for solving more complex real-world problems. One of the major issues with prior AI-assisted content creation methods for games has been a lack of direct comparability to real-world environments, particularly those with realistic physical properties to consider. Creating content for such environments typically requires physics-based reasoning, which imposes many additional complications and restrictions that must be considered. Addressing and developing methods that can deal with these physical constraints, even if they are only within simulated game environments, is an important and challenging task for AI techniques that intend to be used in real-world situations. The research presented in this thesis describes several approaches to creating and analysing levels for the physics-based puzzle game Angry Birds, which features a realistic 2D environment. This research was multidisciplinary in nature and covers a wide variety of different AI fields, leading to this thesis being presented as a compilation of published work. The central part of this thesis consists of procedurally generating levels for physics-based games similar to those in Angry Birds. This predominantly involves creating and placing stable structures made up of many smaller blocks, as well as other level elements. Multiple approaches are presented, including both fully autonomous and human-AI collaborative methodologies. In addition, several analyses of Angry Birds levels were carried out using current state-of-the-art agents. A hyper-agent was developed that uses machine learning to estimate the performance of each agent in a portfolio for an unknown level, allowing it to select the one most likely to succeed. Agent performance on levels that contain deceptive or creative properties was also investigated, allowing determination of the current strengths and weaknesses of different AI techniques. The observed variability in performance across levels for different AI techniques led to the development of an adaptive level generation system, allowing for the dynamic creation of increasingly challenging levels over time based on agent performance analysis. An additional study also investigated the theoretical complexity of Angry Birds levels from a computational perspective. While this research is predominately applied to video games with physics-based simulated environments, the challenges and problems solved by the proposed methods also have significant real-world potential and applications

    Alternative Automata-based Approaches to Probabilistic Model Checking

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    In this thesis we focus on new methods for probabilistic model checking (PMC) with linear temporal logic (LTL). The standard approach translates an LTL formula into a deterministic ω-automaton with a double-exponential blow up. There are approaches for Markov chain analysis against LTL with exponential runtime, which motivates the search for non-deterministic automata with restricted forms of non-determinism that make them suitable for PMC. For MDPs, the approach via deterministic automata matches the double-exponential lower bound, but a practical application might benefit from approaches via non-deterministic automata. We first investigate good-for-games (GFG) automata. In GFG automata one can resolve the non-determinism for a finite prefix without knowing the infinite suffix and still obtain an accepting run for an accepted word. We explain that GFG automata are well-suited for MDP analysis on a theoretic level, but our experiments show that GFG automata cannot compete with deterministic automata. We have also researched another form of pseudo-determinism, namely unambiguity, where for every accepted word there is exactly one accepting run. We present a polynomial-time approach for PMC of Markov chains against specifications given by an unambiguous Büchi automaton (UBA). Its two key elements are the identification whether the induced probability is positive, and if so, the identification of a state set inducing probability 1. Additionally, we examine the new symbolic Muller acceptance described in the Hanoi Omega Automata Format, which we call Emerson-Lei acceptance. It is a positive Boolean formula over unconditional fairness constraints. We present a construction of small deterministic automata using Emerson-Lei acceptance. Deciding, whether an MDP has a positive maximal probability to satisfy an Emerson-Lei acceptance, is NP-complete. This fact has triggered a DPLL-based algorithm for deciding positiveness

    Linear-Time Model Checking Branching Processes

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    (Multi-type) branching processes are a natural and well-studied model for generating random infinite trees. Branching processes feature both nondeterministic and probabilistic branching, generalizing both transition systems and Markov chains (but not generally Markov decision processes). We study the complexity of model checking branching processes against linear-time omega-regular specifications: is it the case almost surely that every branch of a tree randomly generated by the branching process satisfies the omega-regular specification? The main result is that for LTL specifications this problem is in PSPACE, subsuming classical results for transition systems and Markov chains, respectively. The underlying general model-checking algorithm is based on the automata-theoretic approach, using unambiguous Büchi automata

    General Game Playing with Stochastic CSP

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