Mean-payoff games with incomplete information - Semantic Scholar

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Mean-payoff games with incomplete information Paul Hunter, Guillermo P´erez, Jean-Franc¸ois Raskin Universit´ e Libre de Bruxelles YR-CONCUR @ Argentina

August, 2013

Outline

1

MPG variations Mean-payoff games Imperfect information Incomplete information

2

Observable determinacy

3

Decidable subclasses Pure games with incomplete information Pure games with imperfect information

4

Conclusions

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

MPGs with incomplete info.

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MPGs imperfect information: example

2 1

4 3

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

MPGs with incomplete info.

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MPGs imperfect information: example

Σ,-1 a,-1

2

b,-1

1

4 b,-1

3

Σ,+1

a,-1

Σ,-1

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

MPGs with incomplete info.

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MPGs imperfect information: example Σ = {a, b} and weights on the edges

Σ,-1 a,-1

2

b,-1

1

4 b,-1

3

Σ,+1

a,-1

Σ,-1

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

MPGs with incomplete info.

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MPGs imperfect information: example Σ = {a, b} and weights on the edges Game to move token: ∃ve chooses σ and ∀dam chooses edge to win ( ∃ve ): maximize average weight of edges traversed

Σ,-1 a,-1

2

b,-1

1

4 b,-1

3

Σ,+1

a,-1

Σ,-1

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

MPGs with incomplete info.

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MPGs imperfect information: example Σ = {a, b} and weights on the edges Game to move token: ∃ve chooses σ and ∀dam chooses edge to win ( ∃ve ): maximize average weight of edges traversed

Example: ∃ve chooses a, ∀dam chooses (1, a, 2); payoff = -1 Σ,-1 a,-1

2

b,-1

1

4 b,-1

3

Σ,+1

a,-1

Σ,-1

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

MPGs with incomplete info.

August, 2013

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MPGs imperfect information: example Σ = {a, b} and weights on the edges Game to move token: ∃ve chooses σ and ∀dam chooses edge to win ( ∃ve ): maximize average weight of edges traversed

Example: ∃ve chooses a, ∀dam chooses (1, a, 2); payoff = -1 Σ,-1 a,-1

2

b,-1

1

4 b,-1

3

Σ,+1

a,-1

Σ,-1

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

MPGs with incomplete info.

August, 2013

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MPGs imperfect information: example Σ = {a, b} and weights on the edges Game to move token: ∃ve chooses σ and ∀dam chooses edge to win ( ∃ve ): maximize average weight of edges traversed

Σ,-1 a,-1

2

b,-1

1

4 b,-1

3

Σ,+1

a,-1

Σ,-1

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

MPGs with incomplete info.

August, 2013

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MPGs imperfect information: example Σ = {a, b} and weights on the edges Game to move token: ∃ve chooses σ and ∀dam chooses edge to win ( ∃ve ): maximize average weight of edges traversed

∃ve only sees colors, ∀dam sees everything Σ,-1 a,-1

2

b,-1

1

4 b,-1

3

Σ,+1

a,-1

Σ,-1

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

MPGs with incomplete info.

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Mean-payoff game

Definition (MPGs) Mean-payoff games are 2-player games of infinite duration played on (directed) weighted graphs. ∃ve chooses an action, and ∀dam resolves non-determinism by choosing the next state. ∃ve wants to maximize the average weight of the edges traversed (the MP value). ∀dam wants to minimize the same value.

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

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Strategies, Mean-payoff value

Definition (Strategies for ∃ve ) An observable strategy for ∃ve is a function from finite sequences (Obs · Σ)∗ Obs to the next action.

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

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Strategies, Mean-payoff value

Definition (Strategies for ∃ve ) An observable strategy for ∃ve is a function from finite sequences (Obs · Σ)∗ Obs to the next action.

Definition (MP value) Given the transition relation ∆ and the weight function w : ∆ 7→ Z of a P MPG, the MP value is limn→∞ n1 n−1 i=0 w (qi , σi , qi+1 ).

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

MPGs with incomplete info.

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Strategies, Mean-payoff value

Definition (Strategies for ∃ve ) An observable strategy for ∃ve is a function from finite sequences (Obs · Σ)∗ Obs to the next action.

Definition (MP value) Given the transition relation ∆ and the weight function w : ∆ 7→ Z of a P MPG, the MP value is limn→∞ n1 n−1 i=0 w (qi , σi , qi+1 ).

Problem (Winner of an MPG) Given a threshold ν ∈ N, the MPG is won by ∃ve iff MP ≥ ν. W.l.o.g assume ν = 0.

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

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MPGs Theorem (Ehrenfeucht and Mycielski [1979]) MPGs are determined, i.e. if ∃ve doesn’t have a winning strategy then ∀dam does (and viceversa). Positional strategies suffice for either ∀dam or ∃ve to win a MPG.

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

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MPGs Theorem (Ehrenfeucht and Mycielski [1979]) MPGs are determined, i.e. if ∃ve doesn’t have a winning strategy then ∀dam does (and viceversa). Positional strategies suffice for either ∀dam or ∃ve to win a MPG. Σ = {a, b} Σ,-1 a,-1

2

b,-1

1

4 b,-1

3

Σ,+1

a,-1

Σ,-1

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

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MPGs Theorem (Ehrenfeucht and Mycielski [1979]) MPGs are determined, i.e. if ∃ve doesn’t have a winning strategy then ∀dam does (and viceversa). Positional strategies suffice for either ∀dam or ∃ve to win a MPG. Σ = {a, b} ∃ve has a winning strat: play b in 2 and a in 3 Σ,-1 a,-1

2

b,-1

1

4 b,-1

3

Σ,+1

a,-1

Σ,-1

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

MPGs with incomplete info.

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Outline

1

MPG variations Mean-payoff games Imperfect information Incomplete information

2

Observable determinacy

3

Decidable subclasses Pure games with incomplete information Pure games with imperfect information

4

Conclusions

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

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MPG with imperfect information Definition (MPGs with imperfect info.) A MPG with imperfect information is played on a weighted graph given with a coloring of the state space that defines equivalence classes of indistinguishable states (observations).

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

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MPG with imperfect information Definition (MPGs with imperfect info.) A MPG with imperfect information is played on a weighted graph given with a coloring of the state space that defines equivalence classes of indistinguishable states (observations). Σ = {a, b} Σ,-1 a,-1

2

b,-1

1

4 b,-1

3

Σ,+1

a,-1

Σ,-1

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

MPGs with incomplete info.

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MPG with imperfect information Definition (MPGs with imperfect info.) A MPG with imperfect information is played on a weighted graph given with a coloring of the state space that defines equivalence classes of indistinguishable states (observations). Σ = {a, b} Neither ∃ve nor ∀dam have a winning strategy anymore Σ,-1 a,-1

2

b,-1

1

4 b,-1

3

Σ,+1

a,-1

Σ,-1

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

MPGs with incomplete info.

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Motivation and properties

Why consider such a model? MPGs are natural models for systems where we want to optimize the limit-average usage of a resource. Imperfect information arises from the fact that most systems have a limited amount of sensors and input data.

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

MPGs with incomplete info.

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Motivation and properties

Why consider such a model? MPGs are natural models for systems where we want to optimize the limit-average usage of a resource. Imperfect information arises from the fact that most systems have a limited amount of sensors and input data.

Theorem (Degorre et al. [2010]) MPGs with imperfect info. are no longer “determined”. May require infinite memory to be won by ∃ve . Determining who wins is undecidable.

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

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The knowledge of ∃ve Definition (Knowledge-based subset construction)

G b,-1

2

Σ,-1

3

Σ,+1

1 Σ,-1

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

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The knowledge of ∃ve Definition (Knowledge-based subset construction) ∆K based on where ∃ve might be

GK

G b,-1

2

1 Σ,-1

2

Σ,-1 b

1 3

a

Σ,+1

3

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

Σ

MPGs with incomplete info.

3 Σ

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The knowledge of ∃ve Definition (Knowledge-based subset construction) ∆K based on where ∃ve might be w K makes sense only in visible games (Degorre et al. [2010]) GK

G b,-1

2

1 Σ,-1

2

Σ,-1 b,-1

1 3

a,-1

Σ,+1

3

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

MPGs with incomplete info.

Σ,-1

3 Σ,+1

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Outline

1

MPG variations Mean-payoff games Imperfect information Incomplete information

2

Observable determinacy

3

Decidable subclasses Pure games with incomplete information Pure games with imperfect information

4

Conclusions

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

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Don’t lie to ∃ve Definition A game of imperfect information is of incomplete information if for every (q, σ, q 0 ) ∈ ∆, then for every s 0 in the same observation as q 0 there is a transition (s, σ, s 0 ) ∈ ∆ where s is in the same observation as q.

a

3

1 4 2 5

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

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Don’t lie to ∃ve Definition A game of imperfect information is of incomplete information if for every (q, σ, q 0 ) ∈ ∆, then for every s 0 in the same observation as q 0 there is a transition (s, σ, s 0 ) ∈ ∆ where s is in the same observation as q.

3

a

1 a

2

4 a

5

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

MPGs with incomplete info.

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Don’t lie to ∃ve Lemma (imperfect to incomplete info.) imperfect information can be turned into incomplete information with a possible exponential blow-up (via its knowledge-based subset construction). G0

G b,-1

2

b,-1

Σ,-1

1

2

Σ,-1

3

Σ,+1

1 b,-1

Σ,-1

3

Σ,+1

a,-1

3

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

MPGs with incomplete info.

Σ,+1

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Outline

1

MPG variations Mean-payoff games Imperfect information Incomplete information

2

Observable determinacy

3

Decidable subclasses Pure games with incomplete information Pure games with imperfect information

4

Conclusions

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

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Incomplete information peculiarities

Observe that in an MPG of incomplete information: 1

the view ∃ve has of a play in the game is o0 σ0 o1 σ1 . . .,

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

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Incomplete information peculiarities

Observe that in an MPG of incomplete information: 1

the view ∃ve has of a play in the game is o0 σ0 o1 σ1 . . .,

2

given current oi the game could be in any q ∈ oi (not true in imperfect information),

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

MPGs with incomplete info.

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Incomplete information peculiarities

Observe that in an MPG of incomplete information: 1

the view ∃ve has of a play in the game is o0 σ0 o1 σ1 . . .,

2

given current oi the game could be in any q ∈ oi (not true in imperfect information),

3

∀dam can have a two step strategy: choose observations first,

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

MPGs with incomplete info.

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Incomplete information peculiarities

Observe that in an MPG of incomplete information: 1

the view ∃ve has of a play in the game is o0 σ0 o1 σ1 . . .,

2

given current oi the game could be in any q ∈ oi (not true in imperfect information),

3

∀dam can have a two step strategy: choose observations first,

4

“delay” the specific choice of states for later!

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

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∀dam and determinacy Definition Observable strategies: we let ∀dam reveal to ∃ve only the (Obs × Σ)+ 7→ Obs version of his strategy. Let γ be a function mapping observation-action sequences to concrete state-action ones.

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

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∀dam and determinacy Definition Observable strategies: we let ∀dam reveal to ∃ve only the (Obs × Σ)+ 7→ Obs version of his strategy. Let γ be a function mapping observation-action sequences to concrete state-action ones.

Definition (New winning condition) Let ψ be a play in the game. ∃ve wins if all paths in γ(ψ) are winning for her. ∀dam wins if there is some path which is winning for him.

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

MPGs with incomplete info.

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∀dam and determinacy Definition Observable strategies: we let ∀dam reveal to ∃ve only the (Obs × Σ)+ 7→ Obs version of his strategy. Let γ be a function mapping observation-action sequences to concrete state-action ones.

Definition (New winning condition) Let ψ be a play in the game. ∃ve wins if all paths in γ(ψ) are winning for her. ∀dam wins if there is some path which is winning for him.

Theorem (Observable determinacy) The new winning condition is a projection of the perfect information game winning condition (via γ). The new winning condition is coSuslin and hence determined∗ . P. Hunter, G. P´ erez, J.F. Raskin (ULB)

MPGs with incomplete info.

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Outline

1

MPG variations Mean-payoff games Imperfect information Incomplete information

2

Observable determinacy

3

Decidable subclasses Pure games with incomplete information Pure games with imperfect information

4

Conclusions

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

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Function-Reachability game Definition (Function sequence classification) A function sequence is good (bad) if a function is pointwise bigger or equal (smaller) then a previous one – same observation. Σ,-3 a,-1

2

Σ,-1

1

4 b,-1

3

Σ,+1

Σ,-1

Σ,-1

obs: blue play: fI cur. f: fI (1) = 0 P. Hunter, G. P´ erez, J.F. Raskin (ULB)

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Function-Reachability game Definition (Function sequence classification) A function sequence is good (bad) if a function is pointwise bigger or equal (smaller) then a previous one – same observation. Σ,-3

2

a,-1

Σ,-1

1

4 b,-1

3

Σ,+1

Σ,-1

Σ,-1

obs: blue-a-yellow play: fI a f1 cur. f: f1 (2) = −3, f1 (3) = −1 P. Hunter, G. P´ erez, J.F. Raskin (ULB)

MPGs with incomplete info.

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Function-Reachability game Definition (Function sequence classification) A function sequence is good (bad) if a function is pointwise bigger or equal (smaller) then a previous one – same observation. Σ,-3 a,-1

2

Σ,-1

1

4 b,-1

3

Σ,+1

Σ,-1

Σ,-1

obs: blue-a-yellow-b-green play: fI a f1 b f2 cur. f: f2 (4) = −4 P. Hunter, G. P´ erez, J.F. Raskin (ULB)

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Function-Reachability game Definition (Function sequence classification) A function sequence is good (bad) if a function is pointwise bigger or equal (smaller) then a previous one – same observation. Σ,-3 a,-1

2

Σ,-1

1

4 b,-1

3

Σ,+1

Σ,-1

Σ,-1

obs: blue-a-yellow-b-green-a-green play: fI a f1 b f2 a f3 good cur. f: f3 (4) = −3 P. Hunter, G. P´ erez, J.F. Raskin (ULB)

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Unfolding a MPG with incomplete information fI σ0

σ1

o0

o2

o3

o5

“Unfold” G, stop when a good or bad sequence is reached.

f2

.. .

.. .

f1

We are left with a new reachability game

σ0

σ1 .. .

o5

Not all branches will be labelled. . .

f3

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

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Strategy transfer

Let H be the reachability game played on the unfolding of G,

Theorem (Strategy transfer for ∃ve ) ∃ve has a finite memory winning strategy in G if and only if she has a winning strategy in H.

Theorem (Strat. transfer for ∀dam ) If ∀dam has a winning observable strategy in H then he also has a winning strategy in G.

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

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Finite memory, Adeq. Pure, Pure games All based on function sequences (branches) of the associated reachability game H.

Definition 1

Finite memory games: ∃ve can force good leaves or ∀dam can force bad leaves.

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

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Finite memory, Adeq. Pure, Pure games All based on function sequences (branches) of the associated reachability game H.

Definition 1

Finite memory games: ∃ve can force good leaves or ∀dam can force bad leaves.

2

Adequately pure games: ∃ve ( ∀dam ) can force good (bad) branches where all but 2 functions have different support.

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

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Finite memory, Adeq. Pure, Pure games All based on function sequences (branches) of the associated reachability game H.

Definition 1

Finite memory games: ∃ve can force good leaves or ∀dam can force bad leaves.

2

Adequately pure games: ∃ve ( ∀dam ) can force good (bad) branches where all but 2 functions have different support.

3

Pure games [structural]: the unfolding of G is finite and in all branches, all but 2 functions have different support.

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

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Relevant problems

Let A be a class of MPGs with incomplete (or imperfect) information. Given MPG with incomplete (imperfect) information G,

Problem (Class membership) Is G a member of A?

Problem (Winner determination) Does ∃ve have a winning strategy in G?

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

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Summary

Finite memory Information ClassUndec1 membership Winnerdet.

1

R-c

Adequately pure

Pure

incomplete imperfect PSPACE- NEXPcomplete hard, in EXPSPACE PSPACE- EXPcomplete complete

incomplete imperfect coNPcoNEXPcomplete complete NP coNP



EXPcomplete

gray=Degorre et al. [2010],white & yellow are our results

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

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Outline

1

MPG variations Mean-payoff games Imperfect information Incomplete information

2

Observable determinacy

3

Decidable subclasses Pure games with incomplete information Pure games with imperfect information

4

Conclusions

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

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Does ∃ve win pure G?

Theorem Deciding if ∃ve has a winning strategy in a given pure MPG with incomplete information is in NP ∩ coNP.

Based on Bj¨orklund et al. [2004]. Observe∗ that positional strategies suffice for ∃ve to win pure games with incomplete information.

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

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Is G pure?

Theorem The class membership problem for pure games with incomplete information is coNP-complete.

Proof. One can “guess” a branch in H (of size at most |Obs| + 1) and in polynomial time check that it is neither good nor bad. For hardness we reduce from the HAMILTONIAN-CYCLE problem.

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

MPGs with incomplete info.

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HAM-CYCLE as an MPG

−1

S 0

−N/ + N

v0

+1/ − 1

vn

+1/ − 1

+1/ − 1

vn−1

v1

+1/ − 1 +1/ − 1

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

v2

+1/ − 1

···

MPGs with incomplete info.

vn−2

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Outline

1

MPG variations Mean-payoff games Imperfect information Incomplete information

2

Observable determinacy

3

Decidable subclasses Pure games with incomplete information Pure games with imperfect information

4

Conclusions

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

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Solving a pure G

Let G 0 be the equivalent game with incomplete information, then

Remark In pure games, the values of functions in F can be assumed to range over −W · |Obs 0 | and W · |Obs 0 | where W is the biggest transition weight. New reachability game R = hF, fI , Σ, ∆succ , goodi.

Theorem Determining if ∃ve wins a pure MPG with incomplete information is EXP-complete.

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

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Is G pure?

Theorem Deciding if an MPG with imperfect information is pure is coNEXPTIME-complete.

Proof. Membership: non-deterministically guess a branch in H, check that it not good nor bad. For hardness we reduce from the SUCCINCT HAMILTONIAN-CYCLE problem.

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SUCCINCT HAM-CYCLE

Definition (Galperin and Wigderson [1983]) G = hV , E i with m ≥ 2n vertices, each labelled with a distinct n-bit string. A circuit CG receives two n-bit inputs and outputs 1 if there is an edge. CG has r = O(nk ) gates. 2n

.. .

f = 1 iff (u, v ) ∈ E O(nk ) gates

0

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

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SUCCINCT HAM-CYCLE

Theorem (Exponential blow-up) Most problems (reducible as a “projection”) have an exponential blow-up when the graph is represented succinctly. SUCCINCT HAM-CYCLE is NEXPTIME-complete. 2n

.. .

f = 1 iff (u, v ) ∈ E O(nk )

gates

0

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

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Is G pure?

Theorem Deciding if an MPG with imperfect information is pure is coNEXPTIME-complete.

Proof. Membership: non-deterministically guess a branch in H, check that it not good nor bad. For hardness we reduce from the SUCCINCT HAMILTONIAN-CYCLE problem. “mixed” path ⇒ simulated 2N transitions

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

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coNEXP-hardness proof

−1

S 0

−2N

O1

0

O2

+1

−N

Chk (+1)

G0 (+N)

−1 −1

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

G1 (+1)

−1

···

MPGs with incomplete info.

−1

Gk (+1)

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Summary 1

Done: incomplete info., observable determinacy, subclasses

2

Cooking: other asymmetric information types, other quantitative games, mixed strategies

Finite memory Information ClassUndec1 membership Winnerdet. 1

R-c

Adequately pure

Pure

incomplete imperfect PSPACE- NEXPcomplete hard, in EXPSPACE PSPACE- EXPcomplete complete

incomplete imperfect coNPcoNEXPcomplete complete NP coNP



EXPcomplete

gray=Degorre et al. [2010],white & yellow are our results

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

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References I

Bj¨ orklund, H., Sandberg, S., and Vorobyov, S. (2004). Memoryless determinacy of parity and mean payoff games: a simple proof. Theoretical Computer Science, 310(1):365–378. Degorre, A., Doyen, L., Gentilini, R., Raskin, J.-F., and Toru´ nczyk, S. (2010). Energy and mean-payoff games with imperfect information. In Computer Science Logic, pages 260–274. Springer. Ehrenfeucht, A. and Mycielski, J. (1979). Positional strategies for mean payoff games. International Journal of Game Theory, 8:109–113. Galperin, H. and Wigderson, A. (1983). Succinct representations of graphs. Information and Control, 56(3):183–198.

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

MPGs with incomplete info.

August, 2013

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coNEXP-hardness proof

xN

x1 x2 ··· x1 x2

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

O1 xN

MPGs with incomplete info.

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coNEXP-hardness proof

−1

S 0

−2N

O1

0

O2

+1

−N

Chk (+1)

G0 (+N)

−1 −1

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

G1 (+1)

−1

···

MPGs with incomplete info.

−1

Gk (+1)

August, 2013

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coNEXP-hardness proof xN

x1 x2 ··· σ

x1 x2 −N

xN

+ τN+1

σ −N

O1

xN+1

yN+1

x N+1 − τN+1

.. .

σ −N

+ τ2N

x2N

y2N − τ2N

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

G0

MPGs with incomplete info.

x 2N

August, 2013

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coNEXP-hardness proof

−1

S 0

−2N

O1

0

O2

+1

−N

Chk (+1)

G0 (+N)

−1 −1

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

G1 (+1)

−1

···

MPGs with incomplete info.

−1

Gk (+1)

August, 2013

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coNEXP-hardness proof

xl xl

···

···

−1

Gj−1

x2N+j−1

x1 x2

σ

x1 x2 xr xr

−1

v1 τ +

σ σ

v2 τ

−1 −1

σ

x 2N+j−1

v1 τ−

Gj v3 χ

v2 τ+

v0

v0 P. Hunter, G. P´ erez, J.F. Raskin (ULB)

v3

τ+

−1 σ

χ



τ

x2N+j −

τ +, τ −

MPGs with incomplete info.

x 2N+j August, 2013

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coNEXP-hardness proof

xl

···

···

−1

Gj−1 xl

x2N+j−1

x1 x2

σ

x1 x2 xr xr

−1

v2

v1 τ +

σ σ

τ −1 −1

σ

x 2N+j−1

Gj v3

v1 τ−

χ

v2

τ +, τ −

v0

v0 P. Hunter, G. P´ erez, J.F. Raskin (ULB)

v3

τ+

−1 σ

χ



τ

x2N+j

+

τ−

MPGs with incomplete info.

x 2N+j August, 2013

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coNEXP-hardness proof

−1

S 0

−2N

O1

0

O2

+1

−N

Chk (+1)

G0 (+N)

−1 −1

P. Hunter, G. P´ erez, J.F. Raskin (ULB)

G1 (+1)

−1

···

MPGs with incomplete info.

−1

Gk (+1)

August, 2013

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