{"title":"从局部确定性到全局确定性","authors":"Benjamin Bordais, P. Bouyer, Stéphane Le Roux","doi":"10.4230/LIPIcs.FSTTCS.2021.41","DOIUrl":null,"url":null,"abstract":"In general, finite concurrent two-player reachability games are only determined in a weak sense: the supremum probability to win can be approached via stochastic strategies, but cannot be realized. We introduce a class of concurrent games that are determined in a much stronger sense, and in a way, it is the larger class with this property. To this end, we introduce the notion of \\emph{local interaction} at a state of a graph game: it is a \\emph{game form} whose outcomes (i.e. a table whose entries) are the next states, which depend on the concurrent actions of the players. By definition, a game form is \\emph{determined} iff it always yields games that are determined via deterministic strategies when used as a local interaction in a Nature-free, one-shot reachability game. We show that if all the local interactions of a graph game with Borel objective are determined game forms, the game itself is determined: if Nature does not play, one player has a winning strategy; if Nature plays, both players have deterministic strategies that maximize the probability to win. This constitutes a clear-cut separation: either a game form behaves poorly already when used alone with basic objectives, or it behaves well even when used together with other well-behaved game forms and complex objectives. Existing results for positional and finite-memory determinacy in turn-based games are extended this way to concurrent games with determined local interactions (CG-DLI).","PeriodicalId":175000,"journal":{"name":"Foundations of Software Technology and Theoretical Computer Science","volume":"29 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-07-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"From local to global determinacy in concurrent graph games\",\"authors\":\"Benjamin Bordais, P. Bouyer, Stéphane Le Roux\",\"doi\":\"10.4230/LIPIcs.FSTTCS.2021.41\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In general, finite concurrent two-player reachability games are only determined in a weak sense: the supremum probability to win can be approached via stochastic strategies, but cannot be realized. We introduce a class of concurrent games that are determined in a much stronger sense, and in a way, it is the larger class with this property. To this end, we introduce the notion of \\\\emph{local interaction} at a state of a graph game: it is a \\\\emph{game form} whose outcomes (i.e. a table whose entries) are the next states, which depend on the concurrent actions of the players. By definition, a game form is \\\\emph{determined} iff it always yields games that are determined via deterministic strategies when used as a local interaction in a Nature-free, one-shot reachability game. We show that if all the local interactions of a graph game with Borel objective are determined game forms, the game itself is determined: if Nature does not play, one player has a winning strategy; if Nature plays, both players have deterministic strategies that maximize the probability to win. This constitutes a clear-cut separation: either a game form behaves poorly already when used alone with basic objectives, or it behaves well even when used together with other well-behaved game forms and complex objectives. Existing results for positional and finite-memory determinacy in turn-based games are extended this way to concurrent games with determined local interactions (CG-DLI).\",\"PeriodicalId\":175000,\"journal\":{\"name\":\"Foundations of Software Technology and Theoretical Computer Science\",\"volume\":\"29 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-07-08\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Foundations of Software Technology and Theoretical Computer Science\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.4230/LIPIcs.FSTTCS.2021.41\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Foundations of Software Technology and Theoretical Computer Science","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4230/LIPIcs.FSTTCS.2021.41","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
From local to global determinacy in concurrent graph games
In general, finite concurrent two-player reachability games are only determined in a weak sense: the supremum probability to win can be approached via stochastic strategies, but cannot be realized. We introduce a class of concurrent games that are determined in a much stronger sense, and in a way, it is the larger class with this property. To this end, we introduce the notion of \emph{local interaction} at a state of a graph game: it is a \emph{game form} whose outcomes (i.e. a table whose entries) are the next states, which depend on the concurrent actions of the players. By definition, a game form is \emph{determined} iff it always yields games that are determined via deterministic strategies when used as a local interaction in a Nature-free, one-shot reachability game. We show that if all the local interactions of a graph game with Borel objective are determined game forms, the game itself is determined: if Nature does not play, one player has a winning strategy; if Nature plays, both players have deterministic strategies that maximize the probability to win. This constitutes a clear-cut separation: either a game form behaves poorly already when used alone with basic objectives, or it behaves well even when used together with other well-behaved game forms and complex objectives. Existing results for positional and finite-memory determinacy in turn-based games are extended this way to concurrent games with determined local interactions (CG-DLI).