Partial-Observation Stochastic Games: How to Win When Belief Fails

K. Chatterjee, L. Doyen
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引用次数: 8

Abstract

We consider two-player stochastic games played on finite graphs with reachability objectives where the first player tries to ensure a target state to be visited almost-surely (i.e., with probability 1), or positively (i.e., with positive probability), no matter the strategy of the second player. We classify such games according to the information and the power of randomization available to the players. On the basis of information, the game can be one-sided with either (a) player 1, or (b) player 2 having partial observation (and the other player has perfect observation), or two-sided with (c) both players having partial observation. On the basis of randomization, the players (a) may not be allowed to use randomization (pure strategies), or (b) may choose a probability distribution over actions but the actual random choice is external and not visible to the player (actions invisible), or (c) may use full randomization. Our main results for pure strategies are as follows. (1) For one-sided games with player 1 having partial observation we show that (in contrast to full randomized strategies) belief-based (subset-construction based) strategies are not sufficient, and we present an exponential upper bound on memory both for almost-sure and positive winning strategies; we show that the problem of deciding the existence of almost-sure and positive winning strategies for player 1 is EXPTIME-complete. (2) For one-sided games with player 2 having partial observation we show that non-elementary memory is both necessary and sufficient for both almost-sure and positive winning strategies. (3) We show that for the general (two-sided) case finite-memory strategies are sufficient for both positive and almost-sure winning, and at least non-elementary memory is required. We establish the equivalence of the almost-sure winning problems for pure strategies and for randomized strategies with actions invisible. Our equivalence result exhibits serious flaws in previous results of the literature: we show a non-elementary memory lower bound for almost-sure winning whereas an exponential upper bound was previously claimed.
部分观察随机博弈:如何在信念失败时获胜
我们考虑在具有可达性目标的有限图上进行的双玩家随机博弈,其中第一个玩家试图确保几乎肯定(即概率为1)或正(即正概率)访问目标状态,而不管第二个玩家的策略如何。我们根据玩家可获得的信息和随机化能力对此类游戏进行分类。在信息的基础上,博弈可以是单边的,(a)参与人1,或(b)参与人2有部分观察(另一个参与人有完全观察),或(c)双方都有部分观察。在随机化的基础上,玩家(a)可能不被允许使用随机化(纯策略),或者(b)可能选择行动的概率分布,但实际的随机选择是外部的,对玩家来说是不可见的(不可见的行动),或者(c)可能使用完全随机化。纯策略的主要结果如下。(1)对于玩家1具有部分观察力的单侧博弈,我们表明(与完全随机策略相比)基于信念(基于子集构建)的策略是不够的,并且我们提出了几乎确定和积极获胜策略的记忆指数上限;我们证明了决定参与人1的几乎确定和正获胜策略是否存在的问题是EXPTIME-complete的。(2)对于玩家2具有部分观察力的单方博弈,我们表明非基本记忆对于几乎确定和积极获胜策略都是必要和充分的。(3)我们证明了对于一般(双边)情况,有限记忆策略对于正赢和几乎确定的赢都是足够的,并且至少需要非基本记忆。我们建立了纯策略和行动不可见的随机策略的几乎肯定获胜问题的等价性。我们的等效结果显示了先前文献结果的严重缺陷:我们显示了几乎肯定获胜的非初等记忆下界,而之前声称的是指数上界。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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