{"title":"具有同步目标的随机游戏","authors":"Laurent Doyen","doi":"https://dl.acm.org/doi/10.1145/3588866","DOIUrl":null,"url":null,"abstract":"<p>We consider two-player stochastic games played on a finite graph for infinitely many rounds. Stochastic games generalize both Markov decision processes (MDP) by adding an adversary player, and two-player deterministic games by adding stochasticity. The outcome of the game is a sequence of distributions over the graph states, representing the evolution of a population consisting of a continuum number of identical copies of a process modeled by the game graph. We consider synchronization objectives, which require the probability mass to accumulate in a set of target states, either always, once, infinitely often, or always after some point in the outcome sequence; and the winning modes of sure winning (if the accumulated probability is equal to 1) and almost-sure winning (if the accumulated probability is arbitrarily close to 1).</p><p>We present algorithms to compute the set of winning distributions for each of these synchronization modes, showing that the corresponding decision problem is PSPACE-complete for synchronizing once and infinitely often and PTIME-complete for synchronizing always and always after some point. These bounds are remarkably in line with the special case of MDPs, while the algorithmic solution and proof technique are considerably more involved, even for deterministic games. This is because those games have a flavor of imperfect information, in particular they are not determined and randomized strategies need to be considered, even if there is no stochastic choice in the game graph. Moreover, in combination with stochasticity in the game graph, finite-memory strategies are not sufficient in general.</p>","PeriodicalId":50022,"journal":{"name":"Journal of the ACM","volume":"45 6","pages":""},"PeriodicalIF":2.3000,"publicationDate":"2023-05-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Stochastic Games with Synchronization Objectives\",\"authors\":\"Laurent Doyen\",\"doi\":\"https://dl.acm.org/doi/10.1145/3588866\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p>We consider two-player stochastic games played on a finite graph for infinitely many rounds. Stochastic games generalize both Markov decision processes (MDP) by adding an adversary player, and two-player deterministic games by adding stochasticity. The outcome of the game is a sequence of distributions over the graph states, representing the evolution of a population consisting of a continuum number of identical copies of a process modeled by the game graph. We consider synchronization objectives, which require the probability mass to accumulate in a set of target states, either always, once, infinitely often, or always after some point in the outcome sequence; and the winning modes of sure winning (if the accumulated probability is equal to 1) and almost-sure winning (if the accumulated probability is arbitrarily close to 1).</p><p>We present algorithms to compute the set of winning distributions for each of these synchronization modes, showing that the corresponding decision problem is PSPACE-complete for synchronizing once and infinitely often and PTIME-complete for synchronizing always and always after some point. These bounds are remarkably in line with the special case of MDPs, while the algorithmic solution and proof technique are considerably more involved, even for deterministic games. This is because those games have a flavor of imperfect information, in particular they are not determined and randomized strategies need to be considered, even if there is no stochastic choice in the game graph. Moreover, in combination with stochasticity in the game graph, finite-memory strategies are not sufficient in general.</p>\",\"PeriodicalId\":50022,\"journal\":{\"name\":\"Journal of the ACM\",\"volume\":\"45 6\",\"pages\":\"\"},\"PeriodicalIF\":2.3000,\"publicationDate\":\"2023-05-23\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of the ACM\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://doi.org/https://dl.acm.org/doi/10.1145/3588866\",\"RegionNum\":2,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"COMPUTER SCIENCE, HARDWARE & ARCHITECTURE\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of the ACM","FirstCategoryId":"94","ListUrlMain":"https://doi.org/https://dl.acm.org/doi/10.1145/3588866","RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, HARDWARE & ARCHITECTURE","Score":null,"Total":0}
We consider two-player stochastic games played on a finite graph for infinitely many rounds. Stochastic games generalize both Markov decision processes (MDP) by adding an adversary player, and two-player deterministic games by adding stochasticity. The outcome of the game is a sequence of distributions over the graph states, representing the evolution of a population consisting of a continuum number of identical copies of a process modeled by the game graph. We consider synchronization objectives, which require the probability mass to accumulate in a set of target states, either always, once, infinitely often, or always after some point in the outcome sequence; and the winning modes of sure winning (if the accumulated probability is equal to 1) and almost-sure winning (if the accumulated probability is arbitrarily close to 1).
We present algorithms to compute the set of winning distributions for each of these synchronization modes, showing that the corresponding decision problem is PSPACE-complete for synchronizing once and infinitely often and PTIME-complete for synchronizing always and always after some point. These bounds are remarkably in line with the special case of MDPs, while the algorithmic solution and proof technique are considerably more involved, even for deterministic games. This is because those games have a flavor of imperfect information, in particular they are not determined and randomized strategies need to be considered, even if there is no stochastic choice in the game graph. Moreover, in combination with stochasticity in the game graph, finite-memory strategies are not sufficient in general.
期刊介绍:
The best indicator of the scope of the journal is provided by the areas covered by its Editorial Board. These areas change from time to time, as the field evolves. The following areas are currently covered by a member of the Editorial Board: Algorithms and Combinatorial Optimization; Algorithms and Data Structures; Algorithms, Combinatorial Optimization, and Games; Artificial Intelligence; Complexity Theory; Computational Biology; Computational Geometry; Computer Graphics and Computer Vision; Computer-Aided Verification; Cryptography and Security; Cyber-Physical, Embedded, and Real-Time Systems; Database Systems and Theory; Distributed Computing; Economics and Computation; Information Theory; Logic and Computation; Logic, Algorithms, and Complexity; Machine Learning and Computational Learning Theory; Networking; Parallel Computing and Architecture; Programming Languages; Quantum Computing; Randomized Algorithms and Probabilistic Analysis of Algorithms; Scientific Computing and High Performance Computing; Software Engineering; Web Algorithms and Data Mining