184 research outputs found

    Discounting in Games across Time Scales

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    We introduce two-level discounted games played by two players on a perfect-information stochastic game graph. The upper level game is a discounted game and the lower level game is an undiscounted reachability game. Two-level games model hierarchical and sequential decision making under uncertainty across different time scales. We show the existence of pure memoryless optimal strategies for both players and an ordered field property for such games. We show that if there is only one player (Markov decision processes), then the values can be computed in polynomial time. It follows that whether the value of a player is equal to a given rational constant in two-level discounted games can be decided in NP intersected coNP. We also give an alternate strategy improvement algorithm to compute the value

    Minimum Partial-Matching and Hausdorff RMS-Distance under Translation: Combinatorics and Algorithms

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    We consider the RMS-distance (sum of squared distances between pairs of points) under translation between two point sets in the plane. In the Hausdorff setup, each point is paired to its nearest neighbor in the other set. We develop algorithms for finding a local minimum in near-linear time on the line, and in nearly quadratic time in the plane. These improve substantially the worst-case behavior of the popular ICP heuristics for solving this problem. In the partial-matching setup, each point in the smaller set is matched to a distinct point in the bigger set. Although the problem is not known to be polynomial, we establish several structural properties of the underlying subdivision of the plane and derive improved bounds on its complexity. In addition, we show how to compute a local minimum of the partial-matching RMS-distance under translation, in polynomial time

    The Influence of Coalition Formation on Idea Selection in Dispersed Teams: A Game Theoretic Approach

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    Sie, R. L. L., Bitter-Rijpkema, M., & Sloep, P. B. (2009). The Influence of Coalition Formation on Idea Selection in Dispersed Teams: A Game Theoretic Approach. In U. Cress, V. Dimitrova & M. Specht (Eds.), Learning in the Synergy of Multiple Disciplines. Proceedings of the Fourth European Conference on Technology-Enhanced Learning (EC-TEL 2009) (pp. 732-737). September, 29 - October, 2, 2009, Nice, France. Lecture Notes in Computer Science Vol. 5794. Berlin: Springer-Verlag.In an open innovation environment, organizational learning takes place by means of dispersed teams which expand their knowledge through collaborative idea generation. Research is often focused on finding ways to extend the set of ideas, while the main problem in our opinion is not the number of ideas that is generated, but a non-optimal set of ideas accepted during idea selection. When selecting ideas, coalitions form and their composition may influence the resulting set of accepted ideas. We expect that computing coalitional strength during idea selection will help in forming the right teams to have a grand coalition, or having a better allocation of accepted ideas, or neutralising factors that adversely influence the decision making process. Based on a literature survey, this paper proposes the application of the Shapley value and the nucleolus to compute coalitional strength in order to enhance the group decision making process during collaborative idea selection. This document does not represent the opinion of the European Union, and the European Union is not responsible for any use that might be made of its content.The idSpace project is partially supported/co-funded by the European Union under the Information and Communication Technologies (ICT) theme of the 7th Framework Programme for R&

    Deterministic Priority Mean-payoff Games as Limits of Discounted Games

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    International audienceInspired by the paper of de Alfaro, Henzinger and Majumdar about discounted μ\mu-calculus we show new surprising links between parity games and different classes of discounted games

    Games where you can play optimally without any memory

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    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

    An Algorithm for Probabilistic Alternating Simulation

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    In probabilistic game structures, probabilistic alternating simulation (PA-simulation) relations preserve formulas defined in probabilistic alternating-time temporal logic with respect to the behaviour of a subset of players. We propose a partition based algorithm for computing the largest PA-simulation, which is to our knowledge the first such algorithm that works in polynomial time, by extending the generalised coarsest partition problem (GCPP) in a game-based setting with mixed strategies. The algorithm has higher complexities than those in the literature for non-probabilistic simulation and probabilistic simulation without mixed actions, but slightly improves the existing result for computing probabilistic simulation with respect to mixed actions.Comment: We've fixed a problem in the SOFSEM'12 conference versio

    Positional Power in Hierarchies

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    Power is a core concept in the analysis and design of organisations. In this paper we consider positional power in hierarchies. One of the problems with the extant literature on positional power in hierarchies is that it is mainly restricted to the analysis of power in terms of the bare positions of the actors. While such an analysis informs us about the authority structure within an organisation, it ignores the decision-making mechanisms completely. The few studies which take into account the decision-making mechanisms make all use of adaptations of well-established approaches for the analysis of power in non-hierarchical organisations such as the Banzhaf measure; and thus they are all based on the structure of a simple game, i.e. they are ‘membershipbased’. We demonstrate that such an approach is in general inappropriate for characterizing power in hierarchies as it cannot be extended to a class of decision-making mechanisms which allow certain actors to terminate a decision before all other members have been involved. As this kind of sequential decision-making mechanism turns out to be particularly relevant for hierarchies, we suggest an action-b! ased approach - represented by an extensive game form - which can take the features of such mechanisms into account. Based on this approach we introduce a power score and measure that can be applied to ascribe positional power to actors in sequential decision making mechanisms

    Perfect Information Stochastic Priority Games

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    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

    Algorithms for Game Metrics

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    Simulation and bisimulation metrics for stochastic systems provide a quantitative generalization of the classical simulation and bisimulation relations. These metrics capture the similarity of states with respect to quantitative specifications written in the quantitative {\mu}-calculus and related probabilistic logics. We first show that the metrics provide a bound for the difference in long-run average and discounted average behavior across states, indicating that the metrics can be used both in system verification, and in performance evaluation. For turn-based games and MDPs, we provide a polynomial-time algorithm for the computation of the one-step metric distance between states. The algorithm is based on linear programming; it improves on the previous known exponential-time algorithm based on a reduction to the theory of reals. We then present PSPACE algorithms for both the decision problem and the problem of approximating the metric distance between two states, matching the best known algorithms for Markov chains. For the bisimulation kernel of the metric our algorithm works in time O(n^4) for both turn-based games and MDPs; improving the previously best known O(n^9\cdot log(n)) time algorithm for MDPs. For a concurrent game G, we show that computing the exact distance between states is at least as hard as computing the value of concurrent reachability games and the square-root-sum problem in computational geometry. We show that checking whether the metric distance is bounded by a rational r, can be done via a reduction to the theory of real closed fields, involving a formula with three quantifier alternations, yielding O(|G|^O(|G|^5)) time complexity, improving the previously known reduction, which yielded O(|G|^O(|G|^7)) time complexity. These algorithms can be iterated to approximate the metrics using binary search.Comment: 27 pages. Full version of the paper accepted at FSTTCS 200
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