957 research outputs found
Symmetric Strategy Improvement
Symmetry is inherent in the definition of most of the two-player zero-sum
games, including parity, mean-payoff, and discounted-payoff games. It is
therefore quite surprising that no symmetric analysis techniques for these
games exist. We develop a novel symmetric strategy improvement algorithm where,
in each iteration, the strategies of both players are improved simultaneously.
We show that symmetric strategy improvement defies Friedmann's traps, which
shook the belief in the potential of classic strategy improvement to be
polynomial
Incentive Stackelberg Mean-payoff Games
We introduce and study incentive equilibria for multi-player meanpayoff
games. Incentive equilibria generalise well-studied solution concepts such as
Nash equilibria and leader equilibria (also known as Stackelberg equilibria).
Recall that a strategy profile is a Nash equilibrium if no player can improve
his payoff by changing his strategy unilaterally. In the setting of incentive
and leader equilibria, there is a distinguished player called the leader who
can assign strategies to all other players, referred to as her followers. A
strategy profile is a leader strategy profile if no player, except for the
leader, can improve his payoff by changing his strategy unilaterally, and a
leader equilibrium is a leader strategy profile with a maximal return for the
leader. In the proposed case of incentive equilibria, the leader can
additionally influence the behaviour of her followers by transferring parts of
her payoff to her followers. The ability to incentivise her followers provides
the leader with more freedom in selecting strategy profiles, and we show that
this can indeed improve the payoff for the leader in such games. The key
fundamental result of the paper is the existence of incentive equilibria in
mean-payoff games. We further show that the decision problem related to
constructing incentive equilibria is NP-complete. On a positive note, we show
that, when the number of players is fixed, the complexity of the problem falls
in the same class as two-player mean-payoff games. We also present an
implementation of the proposed algorithms, and discuss experimental results
that demonstrate the feasibility of the analysis of medium sized games.Comment: 15 pages, references, appendix, 5 figure
Optimal Tableaux Method for Constructive Satisfiability Testing and Model Synthesis in the Alternating-time Temporal Logic ATL+
We develop a sound, complete and practically implementable tableaux-based
decision method for constructive satisfiability testing and model synthesis in
the fragment ATL+ of the full Alternating time temporal logic ATL*. The method
extends in an essential way a previously developed tableaux-based decision
method for ATL and works in 2EXPTIME, which is the optimal worst case
complexity of the satisfiability problem for ATL+ . We also discuss how
suitable parametrizations and syntactic restrictions on the class of input ATL+
formulae can reduce the complexity of the satisfiability problem.Comment: 45 page
A Game-Theoretic Foundation for the Maximum Software Resilience against Dense Errors
Safety-critical systems need to maintain their functionality in the presence of multiple errors caused by component failures or disastrous environment events. We propose a game-theoretic foundation for synthesizing control strategies that maximize the resilience of a software system in defense against a realistic error model. The new control objective of such a game is called -resilience. In order to be -resilient, a system needs to rapidly recover from infinitely many waves of a small number of up to close errors provided that the blocks of up to errors are separated by short time intervals, which can be used by the system to recover. We first argue why we believe this to be the right level of abstraction for safety critical systems when local faults are few and far between. We then show how the analysis of -resilience problems can be formulated as a model-checking problem of a mild extension to the alternating-time -calculus (AMC). The witness for resilience, which can be provided by the model checker, can be used for providing control strategies that are optimal with respect to resilience. We show that the computational complexity of constructing such optimal control strategies is low and demonstrate the feasibility of our approach through an implementation and experimental results
Numerical and experimental verification of a theoretical model of ripple formation in ice growth under supercooled water film flow
Little is known about morphological instability of a solidification front
during the crystal growth of a thin film of flowing supercooled liquid with a
free surface: for example, the ring-like ripples on the surface of icicles. The
length scale of the ripples is nearly 1 cm. Two theoretical models for the
ripple formation mechanism have been proposed. However, these models lead to
quite different results because of differences in the boundary conditions at
the solid-liquid interface and liquid-air surface. The validity of the
assumption used in the two models is numerically investigated and some of the
theoretical predictions are compared with experiments.Comment: 30 pages, 9 figure
PranCS: A protocol and discrete controller synthesis tool
© 2017, Springer International Publishing AG. PranCS is a tool for synthesizing protocol adapters and discrete controllers. It exploits general search techniques such as simulated annealing and genetic programming for homing in on correct solutions, and evaluates the fitness of candidates by using model-checking results. Our Proctocol and Controller Synthesis (PranCS) tool uses NuSMV as a back-end for the individual model-checking tasks and a simple candidate mutator to drive the search. PranCS is also designed to explore the parameter space of the search techniques it implements. In this paper, we use PranCS to study the influence of turning various parameters in the synthesis process
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
Robustness of the European power grids under intentional attack
The power grid defines one of the most important technological networks of
our times and sustains our complex society. It has evolved for more than a
century into an extremely huge and seemingly robust and well understood system.
But it becomes extremely fragile as well, when unexpected, usually minimal,
failures turn into unknown dynamical behaviours leading, for example, to sudden
and massive blackouts. Here we explore the fragility of the European power grid
under the effect of selective node removal. A mean field analysis of fragility
against attacks is presented together with the observed patterns. Deviations
from the theoretical conditions for network percolation (and fragmentation)
under attacks are analysed and correlated with non topological reliability
measures.Comment: 7 pages, 4 figure
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
Multi-Player and Multi-Choice Quantum Game
We investigate a multi-player and multi-choice quantum game. We start from
two-player and two-choice game and the result is better than its classical
version. Then we extend it to N-player and N-choice cases. In the quantum
domain, we provide a strategy with which players can always avoid the worst
outcome. Also, by changing the value of the parameter of the initial state, the
probabilities for players to obtain the best payoff will be much higher that in
its classical version.Comment: 4 pages, 1 figur
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