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On the Complexity of Branching Games with Regular Conditions

机译:论常规赛分枝赛的复杂性

摘要

Infinite duration games with regular conditions are one of the crucial tools in the areas of verification and synthesis. In this paper we consider a branching variant of such games - the game contains branching vertices that split the play into two independent sub-games. Thus, a play has the form of~an~infinite tree. The winner of the play is determined by a winning condition specified as a set of infinite trees. Games of this kind were used by Mio to provide a game semantics for the probabilistic mu-calculus. He used winning conditions defined in terms of parity games on trees. In this work we consider a more general class of winning conditions, namely those definable by finite automata on infinite trees. Our games can be seen as a branching-time variant of the stochastic games on graphs.We address the question of determinacy of a branching game and the problem of computing the optimal game value for each of the players. We consider both the stochastic and non-stochastic variants of the games. The questions under consideration are parametrised by the family of strategies we allow: either mixed, behavioural, or pure.We prove that in general, branching games are not determined under mixed strategies. This holds even for topologically simple winning conditions (differences of two open sets) and non-stochastic arenas. Nevertheless, we show that the games become determined under mixed strategies if we restrict the winning conditions to open sets of trees. We prove that the problem of comparing the game value to a rational threshold is undecidable for branching games with regular conditions in all non-trivial stochastic cases. In the non-stochastic cases we provide exact bounds on the complexity of the problem. The only case left open is the 0-player stochastic case, i.e. the problem of computing the measure of a given regular language of infinite trees.
机译:具有定期条件的无限持续时间游戏是验证和综合领域中的关键工具之一。在本文中,我们考虑了此类游戏的分支变体-游戏包含将游戏分为两个独立子游戏的分支顶点。因此,戏剧具有无限树的形式。比赛的获胜者取决于指定为一组无限树的获胜条件。 Mio使用这种游戏为概率mu-calculus提供游戏语义。他使用根据树上的平价游戏定义的获胜条件。在这项工作中,我们考虑了更一般的获胜条件,即可以通过无限树上的有限自动机定义的条件。我们的游戏可以看作是图表上随机游戏的分支时间变体。我们解决了分支游戏的确定性问题以及为每个玩家计算最佳游戏价值的问题。我们考虑了游戏的随机和非随机两种变体。所考虑的问题是由我们允许的一系列策略决定的:混合策略,行为策略或纯策略。我们证明,总体而言,分支博弈不是由混合策略决定的。即使在拓扑上简单的获胜条件(两个公开赛的区别)和非随机竞技场上也是如此。但是,我们证明,如果我们将获胜条件限制为开放树,则游戏将在混合策略下决定。我们证明,在所有非平凡随机情况下,对于具有规则条件的分支游戏,将游戏价值与合理阈值进行比较的问题是不确定的。在非随机情况下,我们为问题的复杂性提供了精确的界限。剩下的唯一情况是0人随机情况,即计算给定规则语言的无穷树的度量的问题。

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