首页> 外文会议>Proceedings of the 2012 27th Annual ACM/IEEE Symposium on Logic in Computer Science >Partial-Observation Stochastic Games: How to Win When Belief Fails
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Partial-Observation Stochastic Games: How to Win When Belief Fails

机译:局部观察随机游戏:信仰失败时如何获胜

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We consider two-player stochastic games played on finite graphs with reachability objectives where the first player tries to ensure a target state to be visited almost-surely (i.e., with probability 1), or positively (i.e., with positive probability), no matter the strategy of the second player. We classify such games according to the information and the power of randomization available to the players. On the basis of information, the game can be one-sided with either (a) player 1, or (b) player 2 having partial observation (and the other player has perfect observation), or two-sided with (c) both players having partial observation. On the basis of randomization, the players (a) may not be allowed to use randomization (pure strategies), or (b) may choose a probability distribution over actions but the actual random choice is external and not visible to the player (actions invisible), or (c) may use full randomization. Our main results for pure strategies are as follows. (1) For one-sided games with player 1 having partial observation we show that (in contrast to full randomized strategies) belief-based (subset-construction based) strategies are not sufficient, and we present an exponential upper bound on memory both for almostsure and positive winning strategies; we show that the problem of deciding the existence of almost-sure and positive winning strategies for player 1 is EXPTIME-complete. (2) For one-sided games with player 2 having partial observation we show that non-elementary memory is both necessary and sufficient for both almost-sure and positive winning strategies. (3) We show that for the general (two-sided) case finite-memory strategies are sufficient for both positive and almost-sure winning, and at least non-elementary memory is required. We establish the equivalence of the almost-sure winning problems for pure strategies and for randomized strategies with actions invisible. Our equivalence result exhibits serious flaws in previous results of the lit- rature: we show a non-elementary memory lower bound for almost-sure winning whereas an exponential upper bound was previously claimed.
机译:我们考虑在具有可达性目标的有限图上玩的两人随机游戏,其中第一人尝试确保几乎肯定(即,概率为1)或肯定(即,以正概率)访问目标状态第二个玩家的策略。我们根据信息和可供玩家使用的随机化功能对游戏进行分类。根据信息,游戏可以是(a)玩家1或(b)拥有部分观察力的玩家2(另一个玩家具有完美观察力)的一方,也可以是(c)两名玩家的双面局部观察。根据随机性,玩家(a)可能不被允许使用随机化(纯策略),或(b)可能会选择动作上的概率分布,但实际的随机选择是外部的,对玩家而言是不可见的(动作不可见) )或(c)可以使用完全随机化。纯策略的主要结果如下。 (1)对于玩家1具有部分观察力的单面游戏,我们证明(与完全随机的策略相反)基于信念的(基于子集构造的)策略是不够的,并且对于两种情况,我们都给出了内存的指数上限几乎肯定和积极的制胜策略;我们表明,确定玩家1的几乎确定和积极的获胜策略的问题是EXPTIME-complete。 (2)对于玩家2具有部分观察力的单面游戏,我们证明了非基本记忆对于几乎确定和肯定的获胜策略都是必要且充分的。 (3)我们表明,对于一般(两面)情况,有限内存策略足以满足正向和几乎肯定的获胜,并且至少需要非基本记忆。对于纯策略和无形动作的随机策略,我们建立了几乎确定的获胜问题的等价性。我们的等效结果在以前的结果中显示出严重的缺陷:我们显示了几乎可以肯定获胜的非基本记忆下界,而先前声称是指数上限。

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