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A Game-Theoretic Approach for the Automated Synthesis of Complex Systems

机译:复杂系统自动综合的博弈论方法

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Game theory is a well-developed branch of mathematics that is applied to various domains like economics, biology, computer science, etc. It is the study of mathematical models of interaction and conflict between individuals and the understanding of their decisions assuming that they are rational [11, 13].The last decades have seen a lot of research on the automatic synthesis of reliable and efficient systems by using the mathematical framework of game theory. One important line of research is concerned with reactive systems that must continuously react to the uncontrollable events produced by the environment in which they evolve. A controller of a reactive system indicates which actions it has to perform to satisfy a certain objective against any behavior of the environment. An example in air traffic management is the autopilot that controls the trajectory of the plane to guarantee a safe landing without any control on the weather conditions. Such a situation can be modeled by a two-player game played on a finite directed graph: the system and the environment arc the two players, the vertices of the graph model the possible configurations of the system and the environment, and the infinite paths in the graph model the continuous interactions between them. As we cannot assume the cooperation of the environment, its objective is the negation of the objective of the system and we speak of zero-sum games. In this framework, checking whether the system is able to achieve its objective reduces to the existence of a winning strategy in the corresponding game, and building a controller reduces to computing such a strategy [8]. Whether such a controller can be automatically designed from the objective is known as the synthesis problem.In this talk, we consider another, more recent, line of research concerned with the modelization and the study of complex systems. Instead of the simple situation of a system embedded in a hostile environment, we are now faced with systems/environments formed of several components each of them with their own objectives that are not necessarily conflicting. An example is a communication network composed of several nodes, each of them aiming at sending a message to some other nodes by using a certain frequency range. These objectives are conflicting or not, depending on the used frequencies. We model such complex systems by multi-player non zero-sum games played on graphs: the components of the complex system are the different players, each of them aiming at satisfying his own objective. In this context, the synthesis problem is a little different: winning strategies are no longer appropriate and are replaced by the concept of equilibrium, that is, a profile of strategies, one for each player, such that no player has an incentive to deviate from the play consistent with this profile [9]. Different kinds of relevant equilibria have been investigated among which the famous notions of Nash equilibrium [10] and subgame perfect equilibrium [12].In the setting of multi-player non zero-sum games, classical questions are the following ones. What are the objectives for which there always exists an equilibrium of a certain given type? When the existence is not guaranteed, can we decide whether such an equilibrium exists or not. When the latter problem is decidable, what is its complexity class? Many results were first obtained for Boolean objectives, and in particular for ω-regular objectives like avoiding a deadlock, always granting a request, etc [8, 9]. In this context, an infinite path in the game graph is either winning or losing w.r.t. a player depending on whether his objective is satisfied or not. More recent results were then obtained for quantitative objectives such as minimizing the energy consumption or guaranteeing a limited response time to a request [6]. To allow such richer objectives, the game graph is augmented with weights and a payoff (or a cost) is then associated with each of its infinite paths [7]. When solving the above mentioned questions, for practical applicability of the studied models, it is also important to know how complex the strategies composing the equilibrium are. Given past interactions between the players, a strategy for a player indicates the next action he has to perform. The amount of memory on those past interactions is one of the ways to express the complexity of the strategy, the simplest strategies being those requiring no memory at all [8].In this talk, we focus on reachability objectives: each player wants to reach a given subset of vertices (qualitative objective) or to reach it as soon as possible (quantitative objective). We also restrict the discussion to turn-based games (the players choose their actions in a turn-based way, and not concurrently) and to pure strategies (the next action is chosen in a deterministic way, and not according to a probability distribution). For those games, we explain the different techniques developed and the results obtained for both notions of Nash equilibrium and subgame perfect equilibrium [1-5]. The talk is made accessible to a large audience through illustrative examples.
机译:博弈论是数学的一个发达分支,适用于经济学,生物学,计算机科学等各个领域。它是研究个体之间相互作用和冲突的数学模型以及假设他们是理性的对决策的理解的研究。 [11,13]。在过去的几十年中,通过使用博弈论的数学框架,对可靠有效的系统的自动综合进行了大量研究。研究的一个重要方面是反应性系统,该系统必须对它们在其中演化的环境所产生的不可控制的事件不断做出反应。反应系统的控制器指示针对环境的任何行为,为了满足某个目标必须执行的动作。空中交通管理的一个示例是自动驾驶仪,它可以控制飞机的轨迹以确保安全着陆,而无需对天气情况进行任何控制。可以通过在有限有向图上玩的两人游戏来模拟这种情况:系统和环境是这两个玩家,图的顶点模型化了系统和环境的可能配置,以及其中的无限路径。该图对它们之间的连续交互进行建模。由于我们不能假设环境的合作,因此它的目标是否定系统的目标,因此我们称之为零和博弈。在这种框架下,检查系统是否能够实现其目标可简化为相应游戏中获胜策略的存在,而构建控制器可简化为计算此类策略[8]。是否可以从目标自动设计这样的控制器被称为综合问题。在本演讲中,我们考虑了另一项有关建模和复杂系统研究的最新研究。现在,我们面对的不是由嵌入敌对环境中的系统所带来的简单情况,而是面临着由几个组件组成的系统/环境,每个组件都有各自的目标,这些目标不一定会相互冲突。一个示例是由多个节点组成的通信网络,每个节点旨在通过使用特定频率范围将消息发送到其他一些节点。这些目标是否冲突,取决于所使用的频率。我们通过在图表上玩的多玩家非零和游戏对这种复杂的系统进行建模:复杂系统的组成部分是不同的玩家,每个玩家都旨在满足自己的目标。在这种情况下,综合问题有所不同:获胜策略不再适用,而是由均衡概念代替,即均衡策略的概念,每个参与者一个,因此没有一个参与者有动机偏离该剧本与此个人资料相符[9]。已经研究了各种不同的相关均衡,其中著名的纳什均衡[10]和子博弈完美均衡[12]的概念。在多人非零和博弈的背景下,经典问题如下。总是存在某种给定类型的均衡的目标是什么?当不能保证存在时,我们可以决定这种平衡是否存在。当后一个问题可以确定时,其复杂度等级是多少?首先针对布尔目标获得了许多结果,尤其是对于ω规则目标,如避免出现死锁,始终准予请求等[8,9]。在这种情况下,游戏图中的无限路径是赢还是输。一个球员,取决于他的目标是否得到满足。然后获得了用于量化目标的最新结果,例如最大程度地减少了能耗或保证了对请求的有限响应时间[6]。为了实现更丰富的目标,游戏图增加了权重,然后将收益(或成本)与其无限路径相关联[7]。在解决上述问题时,对于所研究模型的实际适用性,了解组成均衡策略的复杂程度也很重要。考虑到玩家之间过去的互动,玩家的策略会指示他必须执行的下一个动作。过去交互中的内存量是表达策略复杂性的方法之一,最简单的策略是根本不需要内存的策略[8]。在本演讲中,我们关注于可达性目标:每个参与者都希望达到给定的顶点子集(定性目标)或尽快到达顶点(定性目标)。我们还将讨论仅限于基于回合的游戏(玩家以基于回合的方式选择他们的行动,而不是同时选择)和纯粹的策略(下一个行动是以确定性的方式选择,而不是根据概率分布) 。对于那些游戏,我们解释了纳什均衡和子博弈完美均衡[1-5]这两种概念发展起来的不同技术以及所获得的结果。通过说明性示例,使广大观众都可以访问该演讲。

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