简单随机对策的算法比较(完整版)

Jan Křetínský, Emanuel Ramneantu, Alexander Slivinskiy, Maximilian Weininger
{"title":"简单随机对策的算法比较(完整版)","authors":"Jan Křetínský, Emanuel Ramneantu, Alexander Slivinskiy, Maximilian Weininger","doi":"10.4204/EPTCS.326.9","DOIUrl":null,"url":null,"abstract":"Simple stochastic games are turn-based 2.5-player zero-sum graph games with a reachability objective. The problem is to compute the winning probability as well as the optimal strategies of both players. In this paper, we compare the three known classes of algorithms -- value iteration, strategy iteration and quadratic programming -- both theoretically and practically. Further, we suggest several improvements for all algorithms, including the first approach based on quadratic programming that avoids transforming the stochastic game to a stopping one. Our extensive experiments show that these improvements can lead to significant speed-ups. We implemented all algorithms in PRISM-games 3.0, thereby providing the first implementation of quadratic programming for solving simple stochastic games.","PeriodicalId":104855,"journal":{"name":"International Symposium on Games, Automata, Logics and Formal Verification","volume":"21 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-08-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"11","resultStr":"{\"title\":\"Comparison of Algorithms for Simple Stochastic Games (Full Version)\",\"authors\":\"Jan Křetínský, Emanuel Ramneantu, Alexander Slivinskiy, Maximilian Weininger\",\"doi\":\"10.4204/EPTCS.326.9\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Simple stochastic games are turn-based 2.5-player zero-sum graph games with a reachability objective. The problem is to compute the winning probability as well as the optimal strategies of both players. In this paper, we compare the three known classes of algorithms -- value iteration, strategy iteration and quadratic programming -- both theoretically and practically. Further, we suggest several improvements for all algorithms, including the first approach based on quadratic programming that avoids transforming the stochastic game to a stopping one. Our extensive experiments show that these improvements can lead to significant speed-ups. We implemented all algorithms in PRISM-games 3.0, thereby providing the first implementation of quadratic programming for solving simple stochastic games.\",\"PeriodicalId\":104855,\"journal\":{\"name\":\"International Symposium on Games, Automata, Logics and Formal Verification\",\"volume\":\"21 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-08-21\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"11\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Symposium on Games, Automata, Logics and Formal Verification\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.4204/EPTCS.326.9\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Symposium on Games, Automata, Logics and Formal Verification","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4204/EPTCS.326.9","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 11

摘要

简单随机游戏是带有可达性目标的2.5人回合制零和图形游戏。问题是计算获胜概率以及双方玩家的最佳策略。在本文中,我们比较了三种已知的算法-值迭代,策略迭代和二次规划-理论和实践。此外,我们建议对所有算法进行若干改进,包括基于二次规划的第一种方法,该方法避免将随机博弈转换为停止博弈。我们的大量实验表明,这些改进可以显著提高速度。我们在PRISM-games 3.0中实现了所有算法,从而首次实现了求解简单随机博弈的二次规划。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Comparison of Algorithms for Simple Stochastic Games (Full Version)
Simple stochastic games are turn-based 2.5-player zero-sum graph games with a reachability objective. The problem is to compute the winning probability as well as the optimal strategies of both players. In this paper, we compare the three known classes of algorithms -- value iteration, strategy iteration and quadratic programming -- both theoretically and practically. Further, we suggest several improvements for all algorithms, including the first approach based on quadratic programming that avoids transforming the stochastic game to a stopping one. Our extensive experiments show that these improvements can lead to significant speed-ups. We implemented all algorithms in PRISM-games 3.0, thereby providing the first implementation of quadratic programming for solving simple stochastic games.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信