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首页> 外文期刊>LIPIcs : Leibniz International Proceedings in Informatics >Games Where You Can Play Optimally with Arena-Independent Finite Memory
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Games Where You Can Play Optimally with Arena-Independent Finite Memory

机译:您可以使用竞技场独立的有限内存最佳地玩的游戏

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For decades, two-player (antagonistic) games on graphs have been a framework of choice for many important problems in theoretical computer science. A notorious one is controller synthesis, which can be rephrased through the game-theoretic metaphor as the quest for a winning strategy of the system in a game against its antagonistic environment. Depending on the specification, optimal strategies might be simple or quite complex, for example having to use (possibly infinite) memory. Hence, research strives to understand which settings allow for simple strategies. In 2005, Gimbert and Zielonka [Hugo Gimbert and Wieslaw Zielonka, 2005] provided a complete characterization of preference relations (a formal framework to model specifications and game objectives) that admit memoryless optimal strategies for both players. In the last fifteen years however, practical applications have driven the community toward games with complex or multiple objectives, where memory - finite or infinite - is almost always required. Despite much effort, the exact frontiers of the class of preference relations that admit finite-memory optimal strategies still elude us. In this work, we establish a complete characterization of preference relations that admit optimal strategies using arena-independent finite memory, generalizing the work of Gimbert and Zielonka to the finite-memory case. We also prove an equivalent to their celebrated corollary of great practical interest: if both players have optimal (arena-independent-)finite-memory strategies in all one-player games, then it is also the case in all two-player games. Finally, we pinpoint the boundaries of our results with regard to the literature: our work completely covers the case of arena-independent memory (e.g., multiple parity objectives, lower- and upper-bounded energy objectives), and paves the way to the arena-dependent case (e.g., multiple lower-bounded energy objectives).
机译:几十年来,两位玩家(对抗的图形)是关于理论计算机科学的许多重要问题的首选框架。一个臭名昭着的是控制器综合,可以通过游戏理论隐喻作为追求对抗其对抗环境的游戏中的赢得策略。根据规范,最佳策略可能是简单的或非常复杂的,例如必须使用(可能是无限的)内存。因此,研究致力于了解哪些设置允许简单的策略。 2005年,GIMBERT和ZIELONKA [HUGO GIMBERT和WIESLAW ZIELONKA,2005]提供了偏好关系(正式框架来模拟规范和游戏目标),这为两名球员提供了无记忆的最佳策略。然而,在过去的十五年中,实际应用程序使社区与复杂或多个目标的游戏,内存 - 有限或无限 - 几乎总是需要。尽管有很多努力,但偏好关系的确切前沿承认有限记忆最佳策略仍然迫使我们。在这项工作中,我们建立了偏好关系的完整表征,即使用竞技场独立的有限记忆,概括了Gimbert和Zielonka的工作到有限内存案例的最佳策略。我们还证明了他们庆祝的巨大实际兴趣的推论:如果两个玩家在所有单人游戏中拥有最佳(竞技场独立 - )有限记忆策略,那么所有双人游戏也是如此。最后,我们确定了我们关于文献的结果的界限:我们的工作完全涵盖了独立竞技场的内存(例如,多个平等目标,低音和上限的能量目标),并为竞技场铺平道路 - 依赖性案例(例如,多个低限量的能量目标)。

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