274 research outputs found

    Concurrent games with tail objectives

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    AbstractWe study infinite stochastic games played by two players over a finite state space, with objectives specified by sets of infinite traces. The games are concurrent (players make moves simultaneously and independently), stochastic (the next state is determined by a probability distribution that depends on the current state and chosen moves of the players) and infinite (proceed for an infinite number of rounds). The analysis of concurrent stochastic games can be classified into: quantitative analysis, analyzing the optimum value of the game and ε-optimal strategies that ensure values within ε of the optimum value; and qualitative analysis, analyzing the set of states with optimum value 1 and ε-optimal strategies for the states with optimum value 1. We consider concurrent games with tail objectives, i.e., objectives that are independent of the finite-prefix of traces, and show that the class of tail objectives is strictly richer than that of the ω-regular objectives. We develop new proof techniques to extend several properties of concurrent games with ω-regular objectives to concurrent games with tail objectives. We prove the positive limit-one property for tail objectives. The positive limit-one property states that for all concurrent games if the optimum value for a player is positive for a tail objective Φ at some state, then there is a state where the optimum value is 1 for the player for the objective Φ. We also show that the optimum values of zero-sum (strictly conflicting objectives) games with tail objectives can be related to equilibrium values of nonzero-sum (not strictly conflicting objectives) games with simpler reachability objectives. A consequence of our analysis presents a polynomial time reduction of the quantitative analysis of tail objectives to the qualitative analysis for the subclass of one-player stochastic games (Markov decision processes)

    A survey of stochastic ω regular games

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    We summarize classical and recent results about two-player games played on graphs with ω-regular objectives. These games have applications in the verification and synthesis of reactive systems. Important distinctions are whether a graph game is turn-based or concurrent; deterministic or stochastic; zero-sum or not. We cluster known results and open problems according to these classifications

    Termination Criteria for Solving Concurrent Safety and Reachability Games

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    We consider concurrent games played on graphs. At every round of a game, each player simultaneously and independently selects a move; the moves jointly determine the transition to a successor state. Two basic objectives are the safety objective to stay forever in a given set of states, and its dual, the reachability objective to reach a given set of states. We present in this paper a strategy improvement algorithm for computing the value of a concurrent safety game, that is, the maximal probability with which player~1 can enforce the safety objective. The algorithm yields a sequence of player-1 strategies which ensure probabilities of winning that converge monotonically to the value of the safety game. Our result is significant because the strategy improvement algorithm provides, for the first time, a way to approximate the value of a concurrent safety game from below. Since a value iteration algorithm, or a strategy improvement algorithm for reachability games, can be used to approximate the same value from above, the combination of both algorithms yields a method for computing a converging sequence of upper and lower bounds for the values of concurrent reachability and safety games. Previous methods could approximate the values of these games only from one direction, and as no rates of convergence are known, they did not provide a practical way to solve these games

    Recursive Concurrent Stochastic Games

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    We study Recursive Concurrent Stochastic Games (RCSGs), extending our recent analysis of recursive simple stochastic games to a concurrent setting where the two players choose moves simultaneously and independently at each state. For multi-exit games, our earlier work already showed undecidability for basic questions like termination, thus we focus on the important case of single-exit RCSGs (1-RCSGs). We first characterize the value of a 1-RCSG termination game as the least fixed point solution of a system of nonlinear minimax functional equations, and use it to show PSPACE decidability for the quantitative termination problem. We then give a strategy improvement technique, which we use to show that player 1 (maximizer) has \epsilon-optimal randomized Stackless & Memoryless (r-SM) strategies for all \epsilon > 0, while player 2 (minimizer) has optimal r-SM strategies. Thus, such games are r-SM-determined. These results mirror and generalize in a strong sense the randomized memoryless determinacy results for finite stochastic games, and extend the classic Hoffman-Karp strategy improvement approach from the finite to an infinite state setting. The proofs in our infinite-state setting are very different however, relying on subtle analytic properties of certain power series that arise from studying 1-RCSGs. We show that our upper bounds, even for qualitative (probability 1) termination, can not be improved, even to NP, without a major breakthrough, by giving two reductions: first a P-time reduction from the long-standing square-root sum problem to the quantitative termination decision problem for finite concurrent stochastic games, and then a P-time reduction from the latter problem to the qualitative termination problem for 1-RCSGs.Comment: 21 pages, 2 figure

    Automatic Verification of Concurrent Stochastic Systems

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    Automated verification techniques for stochastic games allow formal reasoning about systems that feature competitive or collaborative behaviour among rational agents in uncertain or probabilistic settings. Existing tools and techniques focus on turn-based games, where each state of the game is controlled by a single player, and on zero-sum properties, where two players or coalitions have directly opposing objectives. In this paper, we present automated verification techniques for concurrent stochastic games (CSGs), which provide a more natural model of concurrent decision making and interaction. We also consider (social welfare) Nash equilibria, to formally identify scenarios where two players or coalitions with distinct goals can collaborate to optimise their joint performance. We propose an extension of the temporal logic rPATL for specifying quantitative properties in this setting and present corresponding algorithms for verification and strategy synthesis for a variant of stopping games. For finite-horizon properties the computation is exact, while for infinite-horizon it is approximate using value iteration. For zero-sum properties it requires solving matrix games via linear programming, and for equilibria-based properties we find social welfare or social cost Nash equilibria of bimatrix games via the method of labelled polytopes through an SMT encoding. We implement this approach in PRISM-games, which required extending the tool's modelling language for CSGs, and apply it to case studies from domains including robotics, computer security and computer networks, explicitly demonstrating the benefits of both CSGs and equilibria-based properties

    Good-for-games ω\omega-Pushdown Automata

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    We introduce good-for-games ω\omega-pushdown automata (ω\omega-GFG-PDA). These are automata whose nondeterminism can be resolved based on the input processed so far. Good-for-gameness enables automata to be composed with games, trees, and other automata, applications which otherwise require deterministic automata. Our main results are that ω\omega-GFG-PDA are more expressive than deterministic ω\omega- pushdown automata and that solving infinite games with winning conditions specified by ω\omega-GFG-PDA is EXPTIME-complete. Thus, we have identified a new class of ω\omega-contextfree winning conditions for which solving games is decidable. It follows that the universality problem for ω\omega-GFG-PDA is in EXPTIME as well. Moreover, we study closure properties of the class of languages recognized by ω\omega-GFG- PDA and decidability of good-for-gameness of ω\omega-pushdown automata and languages. Finally, we compare ω\omega-GFG-PDA to ω\omega-visibly PDA, study the resources necessary to resolve the nondeterminism in ω\omega-GFG-PDA, and prove that the parity index hierarchy for ω\omega-GFG-PDA is infinite.Comment: Extended version of LICS'20 paper of the same name (DOI 10.1145/3373718.3394737); accepted for publication to LMC

    Probabilistic model checking for strategic equilibria-based decision making:advances and challenges

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    Game-theoretic concepts have been extensively studied in economics to provide insight into competitive behaviour and strategic decision making. As computing systems increasingly involve concurrently acting autonomous agents, game-theoretic approaches are becoming widespread in computer science as a faithful modelling abstraction. These techniques can be used to reason about the competitive or collaborative behaviour of multiple rational agents with distinct goals or objectives. This paper provides an overview of recent advances in developing a modelling, verification and strategy synthesis framework for concurrent stochastic games implemented in the probabilistic model checker PRISM-games. This is based on a temporal logic that supports finite- and infinite-horizon temporal properties in both a zero-sum and nonzero-sum setting, the latter using Nash and correlated equilibria with respect to two optimality criteria, social welfare and social fairness. We summarise the key concepts, logics and algorithms and the currently available tool support. Future challenges and recent progress in adapting the framework and algorithmic solutions to continuous environments and neural networks are also outlined

    Mixing Probabilistic and non-Probabilistic Objectives in Markov Decision Processes

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    In this paper, we consider algorithms to decide the existence of strategies in MDPs for Boolean combinations of objectives. These objectives are omega-regular properties that need to be enforced either surely, almost surely, existentially, or with non-zero probability. In this setting, relevant strategies are randomized infinite memory strategies: both infinite memory and randomization may be needed to play optimally. We provide algorithms to solve the general case of Boolean combinations and we also investigate relevant subcases. We further report on complexity bounds for these problems.Comment: Paper accepted to LICS 2020 - Full versio
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