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Semiperfect-Information Games

机译:Semipfect-Information Games

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Much recent research has focused on the applications of games with ω-regular objectives in the control and verification of reactive systems. However, many of the game-based models are ill-suited for these applications, because they assume that each player has complete information about the state of the system (they are "perfect-information" games). This is because in many situations, a controller does not see the private state of the plant. Such scenarios are naturally modeled by "partial-information" games. On the other hand, these games are intractable; for example, partial-information games with simple reachability objectives are 2EXPTIME-complete. We study the intermediate case of "semiperfect-information" games, where one player has complete knowledge of the state, while the other player has only partial knowledge. This model is appropriate in control situations where a controller must cope with plant behavior that is as adversarial as possible, i.e., the controller has partial information while the plant has perfect information. As is customary, we assume that the controller and plant take turns to make moves. We show that these semiperfect-information turn-based games are equivalent to perfect-information concurrent games, where the two players choose their moves simultaneously and independently. Since the perfect-information concurrent games are well-understood, we obtain several results of how semiperfect-information turn-based games differ from perfect-information turn-based games on one hand, and from partial-information turn-based games on the other hand. In particular, semiperfect-information turn-based games can benefit from randomized strategies while the perfect-information variety cannot, and semiperfect-information turn-based games are in NP ∩ coNP for all parity objectives.
机译:最近的研究已经专注于游戏在反应系统的控制和验证中的ω定期目标的应用。然而,许多基于游戏的模型对于这些应用程序而不适合,因为他们假设每个玩家都有关于系统状态的完整信息(它们是“完美信息”游戏)。这是因为在许多情况下,控制器没有看到植物的私有状态。这种情况是由“部分信息”游戏的自然建模。另一方面,这些游戏是棘手的;例如,具有简单可达性目标的部分信息游戏是2Exptime完整的。我们研究了“Semiplefect-Information”游戏的中间案例,其中一个玩家具有完全了解国家的知识,而另一名球员只有部分知识。该模型适用于控制局势,其中控制器必须应对作为可能的植物行为,这是可能的,即,当工厂具有完美信息时,控制器具有部分信息。惯常,我们假设控制器和工厂轮流才能使移动。我们表明,这些Semerfect-Information基于转向的游戏相当于完美信息并发游戏,其中两个玩家同时选择它们的动作。由于完美信息并发游戏得到了很好的理解,我们获得了几种结果,即一方面从完美信息转向游戏的Semerfect-Information Group游戏的几个结果,以及另一方面的部分信息转向游戏手。特别是,Semerfect-Information基于转向的游戏可以从随机策略中受益,而完美信息的品种不能,而Semerfect-Information Reck-Cons-Conp在NP∩康普上以获得所有奇偶的目标。

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