21,597 research outputs found
Parrondo games as lattice gas automata
Parrondo games are coin flipping games with the surprising property that
alternating plays of two losing games can produce a winning game. We show that
this phenomenon can be modelled by probabilistic lattice gas automata.
Furthermore, motivated by the recent introduction of quantum coin flipping
games, we show that quantum lattice gas automata provide an interesting
definition for quantum Parrondo games.Comment: 12 pages, plain TeX, 10 PostScript figures included with epsf.tex
(ignore the under/overfull \vbox error messages); for related work see
http://math.ucsd.edu/~dmeyer/research.htm
Obligation Blackwell Games and p-Automata
We recently introduced p-automata, automata that read discrete-time Markov
chains. We used turn-based stochastic parity games to define acceptance of
Markov chains by a subclass of p-automata. Definition of acceptance required a
cumbersome and complicated reduction to a series of turn-based stochastic
parity games. The reduction could not support acceptance by general p-automata,
which was left undefined as there was no notion of games that supported it.
Here we generalize two-player games by adding a structural acceptance
condition called obligations. Obligations are orthogonal to the linear winning
conditions that define winning. Obligations are a declaration that player 0 can
achieve a certain value from a configuration. If the obligation is met, the
value of that configuration for player 0 is 1.
One cannot define value in obligation games by the standard mechanism of
considering the measure of winning paths on a Markov chain and taking the
supremum of the infimum of all strategies. Mainly because obligations need
definition even for Markov chains and the nature of obligations has the flavor
of an infinite nesting of supremum and infimum operators. We define value via a
reduction to turn-based games similar to Martin's proof of determinacy of
Blackwell games with Borel objectives. Based on this definition, we show that
games are determined. We show that for Markov chains with Borel objectives and
obligations, and finite turn-based stochastic parity games with obligations
there exists an alternative and simpler characterization of the value function.
Based on this simpler definition we give an exponential time algorithm to
analyze finite turn-based stochastic parity games with obligations. Finally, we
show that obligation games provide the necessary framework for reasoning about
p-automata and that they generalize the previous definition
On the Succinctness of Good-for-MDPs Automata
Good-for-MDPs and good-for-games automata are two recent classes of
nondeterministic automata that reside between general nondeterministic and
deterministic automata. Deterministic automata are good-for-games, and
good-for-games automata are good-for-MDPs, but not vice versa. One of the
question this raises is how these classes relate in terms of succinctness.
Good-for-games automata are known to be exponentially more succinct than
deterministic automata, but the gap between good-for-MDPs and good-for-games
automata as well as the gap between ordinary nondeterministic automata and
those that are good-for-MDPs have been open. We establish that these gaps are
exponential, and sharpen this result by showing that the latter gap remains
exponential when restricting the nondeterministic automata to separating safety
or unambiguous reachability automata.Comment: 18 page
Revisiting Robustness in Priced Timed Games
Priced timed games are optimal-cost reachability games played between two
players---the controller and the environment---by moving a token along the
edges of infinite graphs of configurations of priced timed automata. The goal
of the controller is to reach a given set of target locations as cheaply as
possible, while the goal of the environment is the opposite. Priced timed games
are known to be undecidable for timed automata with or more clocks, while
they are known to be decidable for automata with clock.
In an attempt to recover decidability for priced timed games Bouyer, Markey,
and Sankur studied robust priced timed games where the environment has the
power to slightly perturb delays proposed by the controller. Unfortunately,
however, they showed that the natural problem of deciding the existence of
optimal limit-strategy---optimal strategy of the controller where the
perturbations tend to vanish in the limit---is undecidable with or more
clocks. In this paper we revisit this problem and improve our understanding of
the decidability of these games. We show that the limit-strategy problem is
already undecidable for a subclass of robust priced timed games with or
more clocks. On a positive side, we show the decidability of the existence of
almost optimal strategies for the same subclass of one-clock robust priced
timed games by adapting a classical construction by Bouyer at al. for one-clock
priced timed games
Best Response Games on Regular Graphs
With the growth of the internet it is becoming increasingly important to
understand how the behaviour of players is affected by the topology of the
network interconnecting them. Many models which involve networks of interacting
players have been proposed and best response games are amongst the simplest. In
best response games each vertex simultaneously updates to employ the best
response to their current surroundings. We concentrate upon trying to
understand the dynamics of best response games on regular graphs with many
strategies. When more than two strategies are present highly complex dynamics
can ensue. We focus upon trying to understand exactly how best response games
on regular graphs sample from the space of possible cellular automata. To
understand this issue we investigate convex divisions in high dimensional space
and we prove that almost every division of dimensional space into
convex regions includes a single point where all regions meet. We then find
connections between the convex geometry of best response games and the theory
of alternating circuits on graphs. Exploiting these unexpected connections
allows us to gain an interesting answer to our question of when cellular
automata are best response games
A Comparison of BDD-Based Parity Game Solvers
Parity games are two player games with omega-winning conditions, played on
finite graphs. Such games play an important role in verification,
satisfiability and synthesis. It is therefore important to identify algorithms
that can efficiently deal with large games that arise from such applications.
In this paper, we describe our experiments with BDD-based implementations of
four parity game solving algorithms, viz. Zielonka's recursive algorithm, the
more recent Priority Promotion algorithm, the Fixpoint-Iteration algorithm and
the automata based APT algorithm. We compare their performance on several types
of random games and on a number of cases taken from the Keiren benchmark set.Comment: In Proceedings GandALF 2018, arXiv:1809.0241
- …