Concurrent omega-regular games

L. D. Alfaro, T. Henzinger
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引用次数: 143

Abstract

We consider two-player games which are played on a finite state space for an infinite number of rounds. The games are concurrent, that is, in each round, the two players choose their moves independently and simultaneously; the current state and the two moves determine a successor state. We consider omega-regular winning conditions on the resulting infinite state sequence. To model the independent choice of moves, both players are allowed to use randomization for selecting their moves. This gives rise to the following qualitative modes of winning, which can be studied without numerical considerations concerning probabilities: sure-win (player 1 can ensure winning with certainty); almost-sure-win (player 1 can ensure winning with probability 1); limit-win (player 1 can ensure winning with probability arbitrarily close to 1); bounded-win (player 1 can ensure winning with probability bounded away from 0); positive-win (player 1 can ensure winning with positive probability); and exist-win (player 1 can ensure that at least one possible outcome of the game satisfies the winning condition). We provide algorithms for computing the sets of winning states for each of these winning modes. In particular, we solve concurrent Rabin-chain games in n/sup O/(m) time, where n is the size of the game structure and m is the number of pairs in the Rabin-chain condition. While this complexity is in line with traditional turn-based games, our algorithms are considerably more involved. This is because concurrent games violate two of the most basic properties of turn-based games: concurrent games are not determined, but rather exhibit a more general duality property which involves multiple modes of winning; and winning strategies for concurrent games may require infinite memory.
同时进行-常规游戏
我们考虑在有限状态空间中进行无限回合的两人博弈。游戏是并发的,也就是说,在每一轮中,两个玩家独立地、同时地选择他们的走法;当前状态和这两次移动决定了后继状态。我们考虑得到的无穷状态序列上的-规则获胜条件。为了模拟独立的移动选择,两个玩家都可以使用随机化来选择他们的移动。这就产生了以下获胜的定性模式,我们可以在不考虑概率的情况下进行研究:确定获胜(玩家1可以确保获胜);几乎确定获胜(玩家1可以确保以1的概率获胜);限时获胜(玩家1可以确保获胜,概率任意接近1);有限获胜(玩家1可以确保获胜的概率从0有界);正赢(玩家1以正概率确保获胜);存在-获胜(玩家1可以确保游戏中至少有一个可能的结果满足获胜条件)。我们提供了计算这些获胜模式的获胜状态集的算法。特别地,我们在n/sup O/(m)时间内求解并行Rabin-chain博弈,其中n为博弈结构的大小,m为Rabin-chain条件下的配对数。虽然这种复杂性与传统回合制游戏是一致的,但我们的算法要复杂得多。这是因为并发游戏违反了回合制游戏的两个最基本属性:并发游戏并不是确定的,而是呈现出一种更普遍的二元属性,即包含多种获胜模式;并发游戏的获胜策略可能需要无限的内存。
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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