183 research outputs found

    Blackwell-Optimal Strategies in Priority Mean-Payoff Games

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    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

    Limit Synchronization in Markov Decision Processes

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    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

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    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

    Distributed Synthesis in Continuous Time

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    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

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    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

    Symbolic Backwards-Reachability Analysis for Higher-Order Pushdown Systems

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    Higher-order pushdown systems (PDSs) generalise pushdown systems through the use of higher-order stacks, that is, a nested "stack of stacks" structure. These systems may be used to model higher-order programs and are closely related to the Caucal hierarchy of infinite graphs and safe higher-order recursion schemes. We consider the backwards-reachability problem over higher-order Alternating PDSs (APDSs), a generalisation of higher-order PDSs. This builds on and extends previous work on pushdown systems and context-free higher-order processes in a non-trivial manner. In particular, we show that the set of configurations from which a regular set of higher-order APDS configurations is reachable is regular and computable in n-EXPTIME. In fact, the problem is n-EXPTIME-complete. We show that this work has several applications in the verification of higher-order PDSs, such as linear-time model-checking, alternation-free mu-calculus model-checking and the computation of winning regions of reachability games

    Automatizability and Simple Stochastic Games

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    The complexity of simple stochastic games (SSGs) has been open since they were dened by Condon in 1992. Despite intensive eort, the complexity of this problem is still unresolved. In this paper, building on the results of [4], we establish a connection between the complexity of SSGs and the complexity of an important problem in proof complexity{the proof search problem for low depth Frege systems. We prove that if depth-3 Frege systems are weakly automatizable, then SSGs are solvable in polynomial-time. Moreover we identify a natural combinatorial principle, which is a version of the well-known Graph Ordering Principle (GOP), that we call the integer-valued GOP (IGOP). This principle states that for any graph G with nonnegative integer weights associated with each node, there exists a locally maximal vertex (a vertex whose weight is at least as large as its neighbors). We prove that if depth-2 Frege plus IGOP is weakly automatizable, then SSG is in P. Supported by NSERC.

    Effect of cadmium on cytosine hydroxymethylation in gastropod hepatopancreas

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    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

    Synthesizing Systems with Optimal Average-Case Behavior for Ratio Objectives

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    We show how to automatically construct a system that satisfies a given logical specification and has an optimal average behavior with respect to a specification with ratio costs. When synthesizing a system from a logical specification, it is often the case that several different systems satisfy the specification. In this case, it is usually not easy for the user to state formally which system she prefers. Prior work proposed to rank the correct systems by adding a quantitative aspect to the specification. A desired preference relation can be expressed with (i) a quantitative language, which is a function assigning a value to every possible behavior of a system, and (ii) an environment model defining the desired optimization criteria of the system, e.g., worst-case or average-case optimal. In this paper, we show how to synthesize a system that is optimal for (i) a quantitative language given by an automaton with a ratio cost function, and (ii) an environment model given by a labeled Markov decision process. The objective of the system is to minimize the expected (ratio) costs. The solution is based on a reduction to Markov Decision Processes with ratio cost functions which do not require that the costs in the denominator are strictly positive. We find an optimal strategy for these using a fractional linear program.Comment: In Proceedings iWIGP 2011, arXiv:1102.374
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