Faster and Smaller Solutions of Obliging Games

Daniel Hausmann, Nir Piterman
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引用次数: 0

Abstract

Obliging games have been introduced in the context of the game perspective on reactive synthesis in order to enforce a degree of cooperation between the to-be-synthesized system and the environment. Previous approaches to the analysis of obliging games have been small-step in the sense that they have been based on a reduction to standard (non-obliging) games in which single moves correspond to single moves in the original (obliging) game. Here, we propose a novel, large-step view on obliging games, reducing them to standard games in which single moves encode long-term behaviors in the original game. This not only allows us to give a meaningful definition of the environment winning in obliging games, but also leads to significantly improved bounds on both strategy sizes and the solution runtime for obliging games.
更快、更小的义务游戏解决方案
义务博弈(obliging games)是在关于反应式合成的博弈视角下提出来的,目的是在即将合成的系统与环境之间加强某种程度的合作。以前分析义务博弈的方法都是小步骤的,因为它们都是基于对标准(非义务)博弈的还原,在标准(非义务)博弈中,单步棋对应于原始(义务)博弈中的单步棋。在这里,我们对义务博弈提出了一种新颖的大步观点,将其还原为标准博弈,在标准博弈中,单步棋编码了原始博弈中的长期行为。这不仅使我们能够给出义务博弈中环境胜负的有意义定义,而且还显著改善了义务博弈的策略规模和解的运行时间。
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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