362 research outputs found
PReMo : An Analyzer for P robabilistic Re cursive Mo dels
This paper describes PReMo, a tool for analyzing Recursive Markov Chains, and their controlled/game extensions: (1-exit) Recursive Markov Decision Processes and Recursive Simple Stochastic Games
Qualitative Reachability in Stochastic BPA Games
We consider a class of infinite-state stochastic games generated by stateless
pushdown automata (or, equivalently, 1-exit recursive state machines), where
the winning objective is specified by a regular set of target configurations
and a qualitative probability constraint `>0' or `=1'. The goal of one player
is to maximize the probability of reaching the target set so that the
constraint is satisfied, while the other player aims at the opposite. We show
that the winner in such games can be determined in PTIME for the `>0'
constraint, and both in NP and coNP for the `=1' constraint. Further, we prove
that the winning regions for both players are regular, and we design algorithms
which compute the associated finite-state automata. Finally, we show that
winning strategies can be synthesized effectively.Comment: Submitted to Information and Computation. 48 pages, 3 figure
Approximating the Termination Value of One-Counter MDPs and Stochastic Games
One-counter MDPs (OC-MDPs) and one-counter simple stochastic games (OC-SSGs)
are 1-player, and 2-player turn-based zero-sum, stochastic games played on the
transition graph of classic one-counter automata (equivalently, pushdown
automata with a 1-letter stack alphabet). A key objective for the analysis and
verification of these games is the termination objective, where the players aim
to maximize (minimize, respectively) the probability of hitting counter value
0, starting at a given control state and given counter value. Recently, we
studied qualitative decision problems ("is the optimal termination value = 1?")
for OC-MDPs (and OC-SSGs) and showed them to be decidable in P-time (in NP and
coNP, respectively). However, quantitative decision and approximation problems
("is the optimal termination value ? p", or "approximate the termination value
within epsilon") are far more challenging. This is so in part because optimal
strategies may not exist, and because even when they do exist they can have a
highly non-trivial structure. It thus remained open even whether any of these
quantitative termination problems are computable. In this paper we show that
all quantitative approximation problems for the termination value for OC-MDPs
and OC-SSGs are computable. Specifically, given a OC-SSG, and given epsilon >
0, we can compute a value v that approximates the value of the OC-SSG
termination game within additive error epsilon, and furthermore we can compute
epsilon-optimal strategies for both players in the game. A key ingredient in
our proofs is a subtle martingale, derived from solving certain LPs that we can
associate with a maximizing OC-MDP. An application of Azuma's inequality on
these martingales yields a computable bound for the "wealth" at which a "rich
person's strategy" becomes epsilon-optimal for OC-MDPs.Comment: 35 pages, 1 figure, full version of a paper presented at ICALP 2011,
invited for submission to Information and Computatio
Recursive Concurrent Stochastic Games
We study Recursive Concurrent Stochastic Games (RCSGs), extending our recent
analysis of recursive simple stochastic games to a concurrent setting where the
two players choose moves simultaneously and independently at each state. For
multi-exit games, our earlier work already showed undecidability for basic
questions like termination, thus we focus on the important case of single-exit
RCSGs (1-RCSGs).
We first characterize the value of a 1-RCSG termination game as the least
fixed point solution of a system of nonlinear minimax functional equations, and
use it to show PSPACE decidability for the quantitative termination problem. We
then give a strategy improvement technique, which we use to show that player 1
(maximizer) has \epsilon-optimal randomized Stackless & Memoryless (r-SM)
strategies for all \epsilon > 0, while player 2 (minimizer) has optimal r-SM
strategies. Thus, such games are r-SM-determined. These results mirror and
generalize in a strong sense the randomized memoryless determinacy results for
finite stochastic games, and extend the classic Hoffman-Karp strategy
improvement approach from the finite to an infinite state setting. The proofs
in our infinite-state setting are very different however, relying on subtle
analytic properties of certain power series that arise from studying 1-RCSGs.
We show that our upper bounds, even for qualitative (probability 1)
termination, can not be improved, even to NP, without a major breakthrough, by
giving two reductions: first a P-time reduction from the long-standing
square-root sum problem to the quantitative termination decision problem for
finite concurrent stochastic games, and then a P-time reduction from the latter
problem to the qualitative termination problem for 1-RCSGs.Comment: 21 pages, 2 figure
Polynomial Time Algorithms for Multi-Type Branching Processes and Stochastic Context-Free Grammars
We show that one can approximate the least fixed point solution for a
multivariate system of monotone probabilistic polynomial equations in time
polynomial in both the encoding size of the system of equations and in
log(1/\epsilon), where \epsilon > 0 is the desired additive error bound of the
solution. (The model of computation is the standard Turing machine model.)
We use this result to resolve several open problems regarding the
computational complexity of computing key quantities associated with some
classic and heavily studied stochastic processes, including multi-type
branching processes and stochastic context-free grammars
One-Counter Stochastic Games
We study the computational complexity of basic decision problems for
one-counter simple stochastic games (OC-SSGs), under various objectives.
OC-SSGs are 2-player turn-based stochastic games played on the transition graph
of classic one-counter automata. We study primarily the termination objective,
where the goal of one player is to maximize the probability of reaching counter
value 0, while the other player wishes to avoid this. Partly motivated by the
goal of understanding termination objectives, we also study certain "limit" and
"long run average" reward objectives that are closely related to some
well-studied objectives for stochastic games with rewards. Examples of problems
we address include: does player 1 have a strategy to ensure that the counter
eventually hits 0, i.e., terminates, almost surely, regardless of what player 2
does? Or that the liminf (or limsup) counter value equals infinity with a
desired probability? Or that the long run average reward is >0 with desired
probability? We show that the qualitative termination problem for OC-SSGs is in
NP intersection coNP, and is in P-time for 1-player OC-SSGs, or equivalently
for one-counter Markov Decision Processes (OC-MDPs). Moreover, we show that
quantitative limit problems for OC-SSGs are in NP intersection coNP, and are in
P-time for 1-player OC-MDPs. Both qualitative limit problems and qualitative
termination problems for OC-SSGs are already at least as hard as Condon's
quantitative decision problem for finite-state SSGs.Comment: 20 pages, 1 figure. This is a full version of a paper accepted for
publication in proceedings of FSTTCS 201
The complexity of computing a (quasi-)perfect equilibrium for an <i>n</i>-player extensive form game
Qualitative Multi-Objective Reachability for Ordered Branching MDPs
We study qualitative multi-objective reachability problems for Ordered
Branching Markov Decision Processes (OBMDPs), or equivalently context-free
MDPs, building on prior results for single-target reachability on Branching
Markov Decision Processes (BMDPs).
We provide two separate algorithms for "almost-sure" and "limit-sure"
multi-target reachability for OBMDPs. Specifically, given an OBMDP,
, given a starting non-terminal, and given a set of target
non-terminals of size , our first algorithm decides whether the
supremum probability, of generating a tree that contains every target
non-terminal in set , is . Our second algorithm decides whether there is
a strategy for the player to almost-surely (with probability ) generate a
tree that contains every target non-terminal in set .
The two separate algorithms are needed: we show that indeed, in this context,
"almost-sure" "limit-sure" for multi-target reachability, meaning that
there are OBMDPs for which the player may not have any strategy to achieve
probability exactly of reaching all targets in set in the same
generated tree, but may have a sequence of strategies that achieve probability
arbitrarily close to . Both algorithms run in time , where is the total bit encoding length
of the given OBMDP, . Hence they run in polynomial time when
is fixed, and are fixed-parameter tractable with respect to . Moreover, we
show that even the qualitative almost-sure (and limit-sure) multi-target
reachability decision problem is in general NP-hard, when the size of the
set of target non-terminals is not fixed.Comment: 47 page
One-Counter Stochastic Games
We study the computational complexity of basic decision problems for one-counter simple stochastic games (OC-SSGs), under various objectives. OC-SSGs are 2-player turn-based stochastic games played on the transition graph of classic one-counter automata. We study primarily the termination objective, where the goal of one player is to maximize the probability of reaching counter value 0, while the other player wishes to avoid this. Partly motivated by the goal of understanding termination objectives, we also study certain ``limit\u27\u27 and ``long run average\u27\u27 reward objectives that are closely related to some well-studied objectives for stochastic games with rewards. Examples of problems we address include: does player 1 have a
strategy to ensure that the counter eventually hits 0, i.e., terminates, almost surely, regardless of what player 2 does? Or that the (or ) counter value equals with a desired
probability? Or that the long run average reward is with desired probability? We show that the qualitative termination problem
for OC-SSGs is in intersect , and is in P-time for 1-player OC-SSGs, or equivalently for one-counter Markov Decision Processes (OC-MDPs). Moreover, we show that quantitative limit problems for OC-SSGs are in intersect , and are in P-time for 1-player OC-MDPs. Both qualitative limit problems and qualitative termination problems for OC-SSGs are already at least as hard as Condon\u27s quantitative decision problem for finite-state SSGs
Multi-Objective Model Checking of Markov Decision Processes
We study and provide efficient algorithms for multi-objective model checking
problems for Markov Decision Processes (MDPs). Given an MDP, M, and given
multiple linear-time (\omega -regular or LTL) properties \varphi\_i, and
probabilities r\_i \epsilon [0,1], i=1,...,k, we ask whether there exists a
strategy \sigma for the controller such that, for all i, the probability that a
trajectory of M controlled by \sigma satisfies \varphi\_i is at least r\_i. We
provide an algorithm that decides whether there exists such a strategy and if
so produces it, and which runs in time polynomial in the size of the MDP. Such
a strategy may require the use of both randomization and memory. We also
consider more general multi-objective \omega -regular queries, which we
motivate with an application to assume-guarantee compositional reasoning for
probabilistic systems.
Note that there can be trade-offs between different properties: satisfying
property \varphi\_1 with high probability may necessitate satisfying \varphi\_2
with low probability. Viewing this as a multi-objective optimization problem,
we want information about the "trade-off curve" or Pareto curve for maximizing
the probabilities of different properties. We show that one can compute an
approximate Pareto curve with respect to a set of \omega -regular properties in
time polynomial in the size of the MDP.
Our quantitative upper bounds use LP methods. We also study qualitative
multi-objective model checking problems, and we show that these can be analysed
by purely graph-theoretic methods, even though the strategies may still require
both randomization and memory.Comment: 21 pages, 2 figure
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