Perfect-Information Stochastic Games with Generalized Mean-Payoff Objectives*

K. Chatterjee, L. Doyen
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引用次数: 18

Abstract

Graph games provide the foundation for modeling and synthesizing reactive processes. In the synthesis of stochastic reactive processes, the traditional model is perfect-information stochastic games, where some transitions of the game graph are controlled by two adversarial players, and the other transitions are executed probabilistically. We consider such games where the objective is the conjunction of several quantitative objectives (specified as mean-payoff conditions), which we refer to as generalized mean-payoff objectives. The basic decision problem asks for the existence of a finite-memory strategy for a player that ensures the generalized mean-payoff objective be satisfied with a desired probability against all strategies of the opponent. A special case of the decision problem is the almost-sure problem where the desired probability is 1. Previous results presented a semi-decision procedure for ε-approximations of the almost-sure problem. In this work, we show that both the almost-sure problem as well as the general basic decision problem are coNP-complete, significantly improving the previous results. Moreover, we show that in the case of 1-player stochastic games, randomized memoryless strategies are sufficient and the problem can be solved in polynomial time. In contrast, in two-player stochastic games, we show that even with randomized strategies exponential memory is required in general, and present a matching exponential upper bound. We also study the basic decision problem with infinite-memory strategies and present computational complexity results for the problem. Our results are relevant in the synthesis of stochastic reactive systems with multiple quantitative requirements.Categories and Subject Descriptors F.2.2 [Computations on Discrete Structures]
具有广义平均收益目标的完全信息随机对策*
图形游戏为反应过程的建模和综合提供了基础。在随机反应过程的综合中,传统的模型是完全信息随机博弈,其中博弈图的一些转移由两个敌对的参与者控制,而其他转移则以概率方式执行。我们认为这类游戏的目标是若干定量目标(即平均收益条件)的结合,我们将其称为广义平均收益目标。基本决策问题要求玩家存在有限记忆策略,以确保广义平均收益目标与对手所有策略的期望概率相满足。决策问题的一个特殊情况是期望概率为1的几乎确定问题。先前的结果给出了几乎确定问题ε-近似的半决策过程。在这项工作中,我们证明了几乎确定问题和一般基本决策问题都是conp完全的,显著改进了以前的结果。此外,我们证明了在1人随机博弈的情况下,随机无记忆策略是充分的,并且可以在多项式时间内解决问题。相比之下,在二人随机博弈中,我们证明了即使采用随机策略,通常也需要指数内存,并给出了一个匹配的指数上界。我们还研究了具有无限记忆策略的基本决策问题,并给出了该问题的计算复杂度结果。我们的结果与具有多种定量要求的随机反应系统的合成有关。F.2.2[离散结构的计算]
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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