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On-the-Fly Synthesis for Strictly Alternating Games

机译:严格交替比赛的即时综合

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摘要

We study two-player zero-sum infinite reachability games with strictly alternating moves of the players allowing us to model a race between the two opponents. We develop an algorithm for deciding the winner of the game and suggest a notion of alternating simulation in order to speed up the computation of the winning strategy. The theory is applied to Petri net games, where the strictly alternating games are in general undecidable. We consider soft bounds on Petri net places in order to achieve decidability and implement the algorithms in our prototype tool. Finally, we compare the performance of our approach with an algorithm proposed in the seminal work by Liu and Smolka for calculating the minimum fixed points on dependency graphs. The results show that using alternating simulation almost always improves the performance in time and space and with exponential gain in some examples. Moreover, we show that there are Petri net games where our algorithm with alternating simulation terminates, whereas the algorithm without the alternating simulation loops for any possible search order.
机译:我们研究两人零和无限可达性游戏,其中玩家严格交替移动,使我们可以模拟两个对手之间的比赛。我们开发了一种用于确定游戏获胜者的算法,并提出了一种交替模拟的概念,以加快获胜策略的计算速度。该理论适用于Petri网博弈,其中严格交替的博弈通常是不确定的。为了达到可判定性并在我们的原型工具中实现算法,我们考虑了Petri网上的软边界。最后,我们将我们的方法的性能与Liu和Smolka在开创性工作中提出的用于计算依赖图上的最小不动点的算法进行比较。结果表明,在某些示例中,使用交替仿真几乎总是可以改善时间和空间性能,并具有指数增益。此外,我们表明存在Petri网络游戏,其中具有交替模拟的算法终止,而没有交替模拟的算法会针对任何可能的搜索顺序进行循环。

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