3,155 research outputs found
Value Iteration Using Universal Graphs and the Complexity of Mean Payoff Games
We study the computational complexity of solving mean payoff games. This class of games can be seen as an extension of parity games, and they have similar complexity status: in both cases solving them is in NP ? coNP and not known to be in P. In a breakthrough result Calude, Jain, Khoussainov, Li, and Stephan constructed in 2017 a quasipolynomial time algorithm for solving parity games, which was quickly followed by a few other algorithms with the same complexity. Our objective is to investigate how these techniques can be extended to mean payoff games.
The starting point is the combinatorial notion of universal trees: all quasipolynomial time algorithms for parity games have been shown to exploit universal trees. Universal graphs extend universal trees to arbitrary (positionally determined) objectives. We show that they yield a family of value iteration algorithms for solving mean payoff games which includes the value iteration algorithm due to Brim, Chaloupka, Doyen, Gentilini, and Raskin.
The contribution of this paper is to prove tight bounds on the complexity of algorithms for mean payoff games using universal graphs. We consider two parameters: the largest weight N in absolute value and the number k of weights. The dependence in N in the existing value iteration algorithm is linear, we show that this can be improved to N^{1 - 1/n} and obtain a matching lower bound. However, we show that we cannot break the linear dependence in the exponent in the number k of weights implying that universal graphs do not yield a quasipolynomial time algorithm for solving mean payoff games
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
Non-Zero Sum Games for Reactive Synthesis
In this invited contribution, we summarize new solution concepts useful for
the synthesis of reactive systems that we have introduced in several recent
publications. These solution concepts are developed in the context of non-zero
sum games played on graphs. They are part of the contributions obtained in the
inVEST project funded by the European Research Council.Comment: LATA'16 invited pape
The Theory of Universal Graphs for Infinite Duration Games
We introduce the notion of universal graphs as a tool for constructing
algorithms solving games of infinite duration such as parity games and mean
payoff games. In the first part we develop the theory of universal graphs, with
two goals: showing an equivalence and normalisation result between different
recently introduced related models, and constructing generic value iteration
algorithms for any positionally determined objective. In the second part we
give four applications: to parity games, to mean payoff games, and to
combinations of them (in the form of disjunctions of objectives). For each of
these four cases we construct algorithms achieving or improving over the best
known time and space complexity.Comment: 43 pages, 10 figure
Pure Nash Equilibria: Hard and Easy Games
We investigate complexity issues related to pure Nash equilibria of strategic
games. We show that, even in very restrictive settings, determining whether a
game has a pure Nash Equilibrium is NP-hard, while deciding whether a game has
a strong Nash equilibrium is SigmaP2-complete. We then study practically
relevant restrictions that lower the complexity. In particular, we are
interested in quantitative and qualitative restrictions of the way each players
payoff depends on moves of other players. We say that a game has small
neighborhood if the utility function for each player depends only on (the
actions of) a logarithmically small number of other players. The dependency
structure of a game G can be expressed by a graph DG(G) or by a hypergraph
H(G). By relating Nash equilibrium problems to constraint satisfaction problems
(CSPs), we show that if G has small neighborhood and if H(G) has bounded
hypertree width (or if DG(G) has bounded treewidth), then finding pure Nash and
Pareto equilibria is feasible in polynomial time. If the game is graphical,
then these problems are LOGCFL-complete and thus in the class NC2 of highly
parallelizable problems
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