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Games with imperfect information: theory and algorithms 不完全信息博弈:理论与算法
Pub Date : 1900-01-01 DOI: 10.1017/CBO9780511973468.007
L. Doyen, Jean-François Raskin
We study observation-based strategies for two-player turn-based games played on graphs with parity objectives. An observation-based strategy relies on imperfect information about the history of a play, namely, on the past sequence of observations. Such games occur in the synthesis of a controller that does not see the private state of the plant. Our main results are twofold. First, we give a fixed-point algorithm for computing the set of states from which a player can win with a deterministic observation-based strategy for a parity objective. Second, we give an algorithm for computing the set of states from which a player can win with probability 1 with a randomised observation-based strategy for a reachability objective. This set is of interest because in the absence of perfect information, randomised strategies are more powerful than deterministic ones. Games are natural models for reactive systems. We consider zero-sum two player turn-based games of infinite duration played on finite graphs. One player represents a control program, and the second player represents its environment. The graph describes the possible interactions of the system, and the game is of infinite duration because reactive systems are usually not expected to terminate. In the simplest setting, the game is turn-based and with perfect information, meaning that the players have full knowledge of both the game structure and the sequence of moves played by the adversary. The winning condition in a zero-sum graph game is defined by a set of plays that the first player aims to enforce, and that the second player aims to avoid.
我们研究了基于观察的基于回合制的双玩家游戏策略。基于观察的策略依赖于关于戏剧历史的不完全信息,即过去的观察序列。这样的博弈发生在控制器的合成中,控制器看不到植物的私有状态。我们的主要结果是双重的。首先,我们给出了一个定点算法,用于计算玩家可以通过基于确定性观察的策略赢得奇偶性目标的状态集。其次,我们给出了一种算法,用于计算玩家在可达性目标下使用随机观察策略以1概率获胜的状态集。这个集合很有趣,因为在缺乏完美信息的情况下,随机策略比确定性策略更强大。游戏是反应性系统的自然模型。我们考虑的是在有限图上进行无限持续时间的零和二人回合制游戏。一个玩家代表一个控制程序,第二个玩家代表它的环境。图表描述了系统可能的交互作用,游戏的持续时间是无限的,因为反应性系统通常不会终止。在最简单的设置中,游戏是回合制的,拥有完善的信息,这意味着玩家能够完全了解游戏结构和对手的行动顺序。零和图形游戏中的获胜条件是由第一个玩家想要执行而第二个玩家想要避免的一系列玩法所定义的。
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引用次数: 37
Turn-based stochastic games 回合制随机对策
Pub Date : 1900-01-01 DOI: 10.1017/CBO9780511973468.006
A. Kucera
We give a taxonomy of winning objectives in stochasticturn-based games, discuss their basic properties, and presentan overview of the existing results. A special attention isdevoted to games with infinitely many vertices.
我们给出了随机回合制游戏中获胜目标的分类,讨论了它们的基本属性,并概述了现有结果。特别关注具有无限多个顶点的游戏。
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引用次数: 17
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Lectures in Game Theory for Computer Scientists
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