68,048 research outputs found

    The Complexity of All-switches Strategy Improvement

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    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 GG, a starting strategy ss, and an edge ee. The problems are: 1.) The edge switch problem, namely, is the edge ee ever switched by all-switches strategy improvement when it is started from ss on game GG? 2.) The optimal strategy problem, namely, is the edge ee used in the final strategy that is found by strategy improvement when it is started from ss on game GG? We show PSPACE\mathtt{PSPACE}-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 PSPACE\mathtt{PSPACE}-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

    Synthesising Strategy Improvement and Recursive Algorithms for Solving 2.5 Player Parity Games

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    2.5 player parity games combine the challenges posed by 2.5 player reachability games and the qualitative analysis of parity games. These two types of problems are best approached with different types of algorithms: strategy improvement algorithms for 2.5 player reachability games and recursive algorithms for the qualitative analysis of parity games. We present a method that - in contrast to existing techniques - tackles both aspects with the best suited approach and works exclusively on the 2.5 player game itself. The resulting technique is powerful enough to handle games with several million states

    Non-oblivious Strategy Improvement

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    We study strategy improvement algorithms for mean-payoff and parity games. We describe a structural property of these games, and we show that these structures can affect the behaviour of strategy improvement. We show how awareness of these structures can be used to accelerate strategy improvement algorithms. We call our algorithms non-oblivious because they remember properties of the game that they have discovered in previous iterations. We show that non-oblivious strategy improvement algorithms perform well on examples that are known to be hard for oblivious strategy improvement. Hence, we argue that previous strategy improvement algorithms fail because they ignore the structural properties of the game that they are solving

    Choosing Products in Social Networks

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    We study the consequences of adopting products by agents who form a social network. To this end we use the threshold model introduced in Apt and Markakis, arXiv:1105.2434, in which the nodes influenced by their neighbours can adopt one out of several alternatives, and associate with such each social network a strategic game between the agents. The possibility of not choosing any product results in two special types of (pure) Nash equilibria. We show that such games may have no Nash equilibrium and that determining the existence of a Nash equilibrium, also of a special type, is NP-complete. The situation changes when the underlying graph of the social network is a DAG, a simple cycle, or has no source nodes. For these three classes we determine the complexity of establishing whether a (special type of) Nash equilibrium exists. We also clarify for these categories of games the status and the complexity of the finite improvement property (FIP). Further, we introduce a new property of the uniform FIP which is satisfied when the underlying graph is a simple cycle, but determining it is co-NP-hard in the general case and also when the underlying graph has no source nodes. The latter complexity results also hold for verifying the property of being a weakly acyclic game.Comment: 15 pages. Appeared in Proc. of the 8th International Workshop on Internet and Network Economics (WINE 2012), Lecture Notes in Computer Science 7695, Springer, pp. 100-11

    Social Network Games with Obligatory Product Selection

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    Recently, Apt and Markakis introduced a model for product adoption in social networks with multiple products, where the agents, influenced by their neighbours, can adopt one out of several alternatives (products). To analyze these networks we introduce social network games in which product adoption is obligatory. We show that when the underlying graph is a simple cycle, there is a polynomial time algorithm allowing us to determine whether the game has a Nash equilibrium. In contrast, in the arbitrary case this problem is NP-complete. We also show that the problem of determining whether the game is weakly acyclic is co-NP hard. Using these games we analyze various types of paradoxes that can arise in the considered networks. One of them corresponds to the well-known Braess paradox in congestion games. In particular, we show that social networks exist with the property that by adding an additional product to a specific node, the choices of the nodes will unavoidably evolve in such a way that everybody is strictly worse off.Comment: In Proceedings GandALF 2013, arXiv:1307.416

    An Exponential Lower Bound for the Latest Deterministic Strategy Iteration Algorithms

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    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
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