614 research outputs found
A shared mechanism of muscle wasting in cancer and Huntington's disease.
Skeletal muscle loss and dysfunction in aging and chronic diseases is one of the major causes of mortality in patients, and is relevant for a wide variety of diseases such as neurodegeneration and cancer. Muscle loss is accompanied by changes in gene expression and metabolism that lead to contractile impairment and likely affect whole-body metabolism and function. The changes may be caused by inactivity, inflammation, age-related factors or unbalanced nutrition. Although links with skeletal muscle loss have been found in diseases with disparate aetiologies, for example both in Huntingtons disease (HD) and cancer cachexia, the outcome is a similar impairment and mortality. This short commentary aims to summarize recent achievements in the identification of common mechanisms leading to the skeletal muscle wasting syndrome seen in diseases as different as cancer and HD. The latter is the most common hereditary neurodegenerative disorder and muscle wasting is an important component of its pathology. In addition, possible therapeutic strategies for anti-cachectic treatment will be also discussed in the light of their translation into possible therapeutic approaches for HD
Asynchronous Games over Tree Architectures
We consider the task of controlling in a distributed way a Zielonka
asynchronous automaton. Every process of a controller has access to its causal
past to determine the next set of actions it proposes to play. An action can be
played only if every process controlling this action proposes to play it. We
consider reachability objectives: every process should reach its set of final
states. We show that this control problem is decidable for tree architectures,
where every process can communicate with its parent, its children, and with the
environment. The complexity of our algorithm is l-fold exponential with l being
the height of the tree representing the architecture. We show that this is
unavoidable by showing that even for three processes the problem is
EXPTIME-complete, and that it is non-elementary in general
An Exponential Lower Bound for the Latest Deterministic Strategy Iteration Algorithms
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
Local Strategy Improvement for Parity Game Solving
The problem of solving a parity game is at the core of many problems in model
checking, satisfiability checking and program synthesis. Some of the best
algorithms for solving parity game are strategy improvement algorithms. These
are global in nature since they require the entire parity game to be present at
the beginning. This is a distinct disadvantage because in many applications one
only needs to know which winning region a particular node belongs to, and a
witnessing winning strategy may cover only a fractional part of the entire game
graph.
We present a local strategy improvement algorithm which explores the game
graph on-the-fly whilst performing the improvement steps. We also compare it
empirically with existing global strategy improvement algorithms and the
currently only other local algorithm for solving parity games. It turns out
that local strategy improvement can outperform these others by several orders
of magnitude
Imitation in Large Games
In games with a large number of players where players may have overlapping
objectives, the analysis of stable outcomes typically depends on player types.
A special case is when a large part of the player population consists of
imitation types: that of players who imitate choice of other (optimizing)
types. Game theorists typically study the evolution of such games in dynamical
systems with imitation rules. In the setting of games of infinite duration on
finite graphs with preference orderings on outcomes for player types, we
explore the possibility of imitation as a viable strategy. In our setup, the
optimising players play bounded memory strategies and the imitators play
according to specifications given by automata. We present algorithmic results
on the eventual survival of types
Blackwell-Optimal Strategies in Priority Mean-Payoff Games
We examine perfect information stochastic mean-payoff games - a class of
games containing as special sub-classes the usual mean-payoff games and parity
games. We show that deterministic memoryless strategies that are optimal for
discounted games with state-dependent discount factors close to 1 are optimal
for priority mean-payoff games establishing a strong link between these two
classes
The Complexity of Nash Equilibria in Simple Stochastic Multiplayer Games
We analyse the computational complexity of finding Nash equilibria in simple
stochastic multiplayer games. 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 pure-strategy Nash equilibrium
of G where player 0 wins with probability 1. Moreover, this problem remains
undecidable if it is restricted to strategies with (unbounded) finite memory.
However, if mixed strategies are allowed, decidability remains an open problem.
One way to obtain a provably decidable variant of the problem is restricting
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.Comment: 23 pages; revised versio
Perfect Information Stochastic Priority Games
International audienceWe introduce stochastic priority games - a new class of perfect information stochastic games. These games can take two different, but equivalent, forms. In stopping priority games a play can be stopped by the environment after a finite number of stages, however, infinite plays are also possible. In discounted priority games only infinite plays are possible and the payoff is a linear combination of the classical discount payoff and of a limit payoff evaluating the performance at infinity. Shapley games and parity games are special extreme cases of priority games
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