{"title":"随机策略中的不同招数:在有限记忆假设下重温库恩定理","authors":"James C.A. Main , Mickael Randour","doi":"10.1016/j.ic.2024.105229","DOIUrl":null,"url":null,"abstract":"<div><div>Two-player (antagonistic) games on (possibly stochastic) graphs are a prevalent model in theoretical computer science, notably as a framework for reactive synthesis.</div><div>Optimal strategies may require randomisation when dealing with inherently probabilistic goals, balancing multiple objectives, or in contexts of partial information. There is no unique way to define randomised strategies. For instance, one can use so-called <em>mixed</em> strategies or <em>behavioural</em> ones. In the most general setting, these two classes do not share the same expressiveness. A seminal result in game theory — <em>Kuhn's theorem</em> — asserts their equivalence in games of perfect recall.</div><div>This result crucially relies on the possibility for strategies to use <em>infinite memory</em>, i.e., unlimited knowledge of all past observations. However, computer systems are finite in practice. Hence it is pertinent to restrict our attention to <em>finite-memory</em> strategies, defined as automata with outputs. Randomisation can be implemented in these in different ways: the <em>initialisation</em>, <em>outputs</em> or <em>transitions</em> can be randomised or deterministic respectively. Depending on which aspects are randomised, the expressiveness of the corresponding class of finite-memory strategies differs.</div><div>In this work, we study two-player concurrent stochastic games and provide a complete taxonomy of the classes of finite-memory strategies obtained by varying which of the three aforementioned components are randomised. Our taxonomy holds in games of perfect and imperfect information with perfect recall, and in games with more than two players. We also provide an adapted taxonomy for games with imperfect recall.</div></div>","PeriodicalId":54985,"journal":{"name":"Information and Computation","volume":"301 ","pages":"Article 105229"},"PeriodicalIF":0.8000,"publicationDate":"2024-10-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Different strokes in randomised strategies: Revisiting Kuhn's theorem under finite-memory assumptions\",\"authors\":\"James C.A. Main , Mickael Randour\",\"doi\":\"10.1016/j.ic.2024.105229\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><div>Two-player (antagonistic) games on (possibly stochastic) graphs are a prevalent model in theoretical computer science, notably as a framework for reactive synthesis.</div><div>Optimal strategies may require randomisation when dealing with inherently probabilistic goals, balancing multiple objectives, or in contexts of partial information. There is no unique way to define randomised strategies. For instance, one can use so-called <em>mixed</em> strategies or <em>behavioural</em> ones. In the most general setting, these two classes do not share the same expressiveness. A seminal result in game theory — <em>Kuhn's theorem</em> — asserts their equivalence in games of perfect recall.</div><div>This result crucially relies on the possibility for strategies to use <em>infinite memory</em>, i.e., unlimited knowledge of all past observations. However, computer systems are finite in practice. Hence it is pertinent to restrict our attention to <em>finite-memory</em> strategies, defined as automata with outputs. Randomisation can be implemented in these in different ways: the <em>initialisation</em>, <em>outputs</em> or <em>transitions</em> can be randomised or deterministic respectively. Depending on which aspects are randomised, the expressiveness of the corresponding class of finite-memory strategies differs.</div><div>In this work, we study two-player concurrent stochastic games and provide a complete taxonomy of the classes of finite-memory strategies obtained by varying which of the three aforementioned components are randomised. Our taxonomy holds in games of perfect and imperfect information with perfect recall, and in games with more than two players. We also provide an adapted taxonomy for games with imperfect recall.</div></div>\",\"PeriodicalId\":54985,\"journal\":{\"name\":\"Information and Computation\",\"volume\":\"301 \",\"pages\":\"Article 105229\"},\"PeriodicalIF\":0.8000,\"publicationDate\":\"2024-10-10\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Information and Computation\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S0890540124000944\",\"RegionNum\":4,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"COMPUTER SCIENCE, THEORY & METHODS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Information and Computation","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0890540124000944","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMPUTER SCIENCE, THEORY & METHODS","Score":null,"Total":0}
Different strokes in randomised strategies: Revisiting Kuhn's theorem under finite-memory assumptions
Two-player (antagonistic) games on (possibly stochastic) graphs are a prevalent model in theoretical computer science, notably as a framework for reactive synthesis.
Optimal strategies may require randomisation when dealing with inherently probabilistic goals, balancing multiple objectives, or in contexts of partial information. There is no unique way to define randomised strategies. For instance, one can use so-called mixed strategies or behavioural ones. In the most general setting, these two classes do not share the same expressiveness. A seminal result in game theory — Kuhn's theorem — asserts their equivalence in games of perfect recall.
This result crucially relies on the possibility for strategies to use infinite memory, i.e., unlimited knowledge of all past observations. However, computer systems are finite in practice. Hence it is pertinent to restrict our attention to finite-memory strategies, defined as automata with outputs. Randomisation can be implemented in these in different ways: the initialisation, outputs or transitions can be randomised or deterministic respectively. Depending on which aspects are randomised, the expressiveness of the corresponding class of finite-memory strategies differs.
In this work, we study two-player concurrent stochastic games and provide a complete taxonomy of the classes of finite-memory strategies obtained by varying which of the three aforementioned components are randomised. Our taxonomy holds in games of perfect and imperfect information with perfect recall, and in games with more than two players. We also provide an adapted taxonomy for games with imperfect recall.
期刊介绍:
Information and Computation welcomes original papers in all areas of theoretical computer science and computational applications of information theory. Survey articles of exceptional quality will also be considered. Particularly welcome are papers contributing new results in active theoretical areas such as
-Biological computation and computational biology-
Computational complexity-
Computer theorem-proving-
Concurrency and distributed process theory-
Cryptographic theory-
Data base theory-
Decision problems in logic-
Design and analysis of algorithms-
Discrete optimization and mathematical programming-
Inductive inference and learning theory-
Logic & constraint programming-
Program verification & model checking-
Probabilistic & Quantum computation-
Semantics of programming languages-
Symbolic computation, lambda calculus, and rewriting systems-
Types and typechecking