237 research outputs found
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
Games where you can play optimally without any memory
International audienceReactive systems are often modelled as two person antagonistic games where one player represents the system while his adversary represents the environment. Undoubtedly, the most popular games in this context are parity games and their cousins (Rabin, Streett and Muller games). Recently however also games with other types of payments, like discounted or mean-payoff , previously used only in economic context, entered into the area of system modelling and verification. The most outstanding property of parity, mean-payoff and discounted games is the existence of optimal positional (memoryless) strategies for both players. This observation raises two questions: (1) can we characterise the family of payoff mappings for which there always exist optimal positional strategies for both players and (2) are there other payoff mappings with practical or theoretical interest and admitting optimal positional strategies. This paper provides a complete answer to the first question by presenting a simple necessary and sufficient condition on payoff mapping guaranteeing the existence of optimal positional strategies. As a corollary to this result we show the following remarkable property of payoff mappings: if both players have optimal positional strategies when playing solitary one-player games then also they have optimal positional strategies for two-player games
Limit Synchronization in Markov Decision Processes
Markov decision processes (MDP) are finite-state systems with both strategic
and probabilistic choices. After fixing a strategy, an MDP produces a sequence
of probability distributions over states. The sequence is eventually
synchronizing if the probability mass accumulates in a single state, possibly
in the limit. Precisely, for 0 <= p <= 1 the sequence is p-synchronizing if a
probability distribution in the sequence assigns probability at least p to some
state, and we distinguish three synchronization modes: (i) sure winning if
there exists a strategy that produces a 1-synchronizing sequence; (ii)
almost-sure winning if there exists a strategy that produces a sequence that
is, for all epsilon > 0, a (1-epsilon)-synchronizing sequence; (iii) limit-sure
winning if for all epsilon > 0, there exists a strategy that produces a
(1-epsilon)-synchronizing sequence.
We consider the problem of deciding whether an MDP is sure, almost-sure,
limit-sure winning, and we establish the decidability and optimal complexity
for all modes, as well as the memory requirements for winning strategies. Our
main contributions are as follows: (a) for each winning modes we present
characterizations that give a PSPACE complexity for the decision problems, and
we establish matching PSPACE lower bounds; (b) we show that for sure winning
strategies, exponential memory is sufficient and may be necessary, and that in
general infinite memory is necessary for almost-sure winning, and unbounded
memory is necessary for limit-sure winning; (c) along with our results, we
establish new complexity results for alternating finite automata over a
one-letter alphabet
Optimal Strategies in Infinite-state Stochastic Reachability Games
We consider perfect-information reachability stochastic games for 2 players
on infinite graphs. We identify a subclass of such games, and prove two
interesting properties of it: first, Player Max always has optimal strategies
in games from this subclass, and second, these games are strongly determined.
The subclass is defined by the property that the set of all values can only
have one accumulation point -- 0. Our results nicely mirror recent results for
finitely-branching games, where, on the contrary, Player Min always has optimal
strategies. However, our proof methods are substantially different, because the
roles of the players are not symmetric. We also do not restrict the branching
of the games. Finally, we apply our results in the context of recently studied
One-Counter stochastic games
Deterministic Priority Mean-payoff Games as Limits of Discounted Games
International audienceInspired by the paper of de Alfaro, Henzinger and Majumdar about discounted -calculus we show new surprising links between parity games and different classes of discounted games
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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Containment and equivalence of weighted automata: Probabilistic and max-plus cases
This paper surveys some results regarding decision problems for probabilistic and max-plus automata, such as containment and equivalence. Probabilistic and max-plus automata are part of the general family of weighted automata, whose semantics are maps from words to real values. Given two weighted automata, the equivalence problem asks whether their semantics are the same, and the containment problem whether one is point-wise smaller than the other one. These problems have been studied intensively and this paper will review some techniques used to show (un)decidability and state a list of open questions that still remain
Distributed Synthesis in Continuous Time
We introduce a formalism modelling communication of distributed agents
strictly in continuous-time. Within this framework, we study the problem of
synthesising local strategies for individual agents such that a specified set
of goal states is reached, or reached with at least a given probability. The
flow of time is modelled explicitly based on continuous-time randomness, with
two natural implications: First, the non-determinism stemming from interleaving
disappears. Second, when we restrict to a subclass of non-urgent models, the
quantitative value problem for two players can be solved in EXPTIME. Indeed,
the explicit continuous time enables players to communicate their states by
delaying synchronisation (which is unrestricted for non-urgent models). In
general, the problems are undecidable already for two players in the
quantitative case and three players in the qualitative case. The qualitative
undecidability is shown by a reduction to decentralized POMDPs for which we
provide the strongest (and rather surprising) undecidability result so far
Computer aided synthesis: a game theoretic approach
In this invited contribution, we propose a comprehensive introduction to game
theory applied in computer aided synthesis. In this context, we give some
classical results on two-player zero-sum games and then on multi-player non
zero-sum games. The simple case of one-player games is strongly related to
automata theory on infinite words. All along the article, we focus on general
approaches to solve the studied problems, and we provide several illustrative
examples as well as intuitions on the proofs.Comment: Invitation contribution for conference "Developments in Language
Theory" (DLT 2017
Effect of cadmium on cytosine hydroxymethylation in gastropod hepatopancreas
5-Hydroxymethylcytosine (5hmC) is an important, yet poorly understood epigenetic DNA modification, especially in invertebrates. Aberrant genome-wide 5hmC levels have been associated with cadmium (Cd) exposure in humans, but such information is lacking for invertebrate bioindicators. Here, we aimed to determine whether this epigenetic mark is present in DNA of the hepatopancreas of the land snail Cantareus aspersus and is responsive to Cd exposure. Adult snails were reared under laboratory conditions and exposed to graded amounts of dietary cadmium for 14 days. Weight gain was used as a sublethal endpoint, whereas survival as a lethal endpoint. Our results are the first to provide evidence for the presence of 5hmC in DNA of terrestrial mollusks; 5hmC levels are generally low with the measured values falling below 0.03%. This is also the first study to investigate the interplay of Cd with DNA hydroxymethylation levels in a non-human animal study system. Cadmium retention in the hepatopancreas of C. aspersus increased from a dietary Cd dose of 1 milligram per kilogram dry weight (mg/kg d. wt). For the same treatment, we identified the only significant elevation in percentage of samples with detectable 5hmC levels despite the lack of significant mortalities and changes in weight gain among treatment groups. These findings indicate that 5hmC is an epigenetic mark that may be responsive to Cd exposure, thereby opening a new aspect to invertebrate environmental epigenetics
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