Simple stochastic games are turn-based 2.5-player games with a reachability objective. The basic question asks whether one player can ensure reaching a given target with at least a given probability. A natural extension is games with a conjunction of such conditions as objective. Despite a plethora of recent results on the analysis of systems with multiple objectives, the decidability of this basic problem remains open. In this paper, we present an algorithm approximating the Pareto frontier of the achievable values to a given precision. Moreover, it is an anytime algorithm, meaning it can be stopped at any time returning the current approximation and its error bound.
Counter reachability games are played by two players on a graph with labelled edges. Each move consists in picking an edge from the current location and adding its label to a counter vector. The objective is to reach a given counter value in a given location. We distinguish three semantics for counter reachability games, according to what happens when a counter value would become negative: the edge is either disabled, or enabled but the counter value becomes zero, or enabled. We consider the problem of deciding the winner in counter reachability games and show that, in most cases, it has the s…
We consider concurrent games played on graphs. At every round of a game, each player simultaneously and independently selects a move; the moves jointly determine the transition to a successor state. Two basic objectives are the safety objective to stay forever in a given set of states, and its dual, the reachability objective to reach a given set of states. We present in this paper a strategy improvement algorithm for computing the value of a concurrent safety game, that is, the maximal probability with which player~1 can enforce the safety objective. The algorithm yields a sequence of player-…
We give polynomial time algorithms for deciding almost-sure and limit-sure reachability in Branching Concurrent Stochastic Games (BCSGs). These are a class of infinite-state imperfect-information stochastic games that generalize both finite-state concurrent stochastic reachability games, as well as branching simple stochastic reachability games.
Games on graphs provide a natural and powerful model for reactive systems. In this paper, we consider generalized reachability objectives, defined as conjunctions of reachability objectives. We first prove that deciding the winner in such games is $\PSPACE$-complete, although it is fixed-parameter tractable with the number of reachability objectives as parameter. Moreover, we consider the memory requirements for both players and give matching upper and lower bounds on the size of winning strategies. In order to allow more efficient algorithms, we consider subclasses of generalized reachability…
We study turn-based quantitative multiplayer non zero-sum games played on finite graphs with reachability objectives. In such games, each player aims at reaching his own goal set of states as soon as possible. A previous work on this model showed that Nash equilibria (resp. secure equilibria) are guaranteed to exist in the multiplayer (resp. two-player) case. The existence of secure equilibria in the multiplayer case remained and is still an open problem. In this paper, we focus our study on the concept of subgame perfect equilibrium, a refinement of Nash equilibrium well-suited in the framewo…
We prove two determinacy and decidability results about two-players stochastic reachability games with partial observation on both sides and finitely many states, signals and actions.
We study multiplayer turn-based timed games with reachability objectives. In particular, we are interested in the notion of subgame perfect equilibrium (SPE). We prove that deciding the constrained existence of an SPE in this setting is EXPTIME-complete.
In a reachability-time game, players Min and Max choose moves so that the time to reach a final state in a timed automaton is minimised or maximised, respectively. Asarin and Maler showed decidability of reachability-time games on strongly non-Zeno timed automata using a value iteration algorithm. This paper complements their work by providing a strategy improvement algorithm for the problem. It also generalizes their decidability result because the proposed strategy improvement algorithm solves reachability-time games on all timed automata. The exact computational complexity of solving reacha…
In this paper, we study turn-based quantitative multiplayer non zero-sum games played on finite graphs with both reachability and safety objectives. In this framework a player with a reachability objective aims at reaching his own goal as soon as possible, whereas a player with a safety objective aims at avoiding his bad set or, if impossible, delaying its visit as long as possible. We prove the existence of Nash equilibria with finite memory in quantitative multiplayer reachability/safety games. Moreover, we prove the existence of finite-memory secure equilibria for quantitative two-player re…
We consider finite-state concurrent stochastic games, played by k>=2 players for an infinite number of rounds, where in every round, each player simultaneously and independently of the other players chooses an action, whereafter the successor state is determined by a probability distribution given by the current state and the chosen actions. We consider reachability objectives that given a target set of states require that some state in the target is visited, and the dual safety objectives that given a target set require that only states in the target set are visited. We are interested in the …
In this paper, we consider reachability games over general hybrid systems, and distinguish between two possible observation frameworks for those games: either the precise dynamics of the system is seen by the players (this is the perfect observation framework), or only the starting point and the delays are known by the players (this is the partial observation framework). In the first more classical framework, we show that time-abstract bisimulation is not adequate for solving this problem, although it is sufficient in the case of timed automata . That is why we consider an other equivalence, n…
We consider two-player turn-based games with zero-reachability and zero-safety objectives generated by extended vector addition systems with states. Although the problem of deciding the winner in such games is undecidable in general, we identify several decidable and even tractable subcases of this problem obtained by restricting the number of counters and/or the sets of target configurations.
Parity games are positionally determined. This is a fundamental and classical result. In 2010, Calude et al. showed a breakthrough result for finite parity games: the winning regions and their positional winning strategies can be computed in quasi-polynomial time. In the present paper we give a self-contained and detailed proofs for both results. The results in this paper are not meant to be original. The positional determinacy result is shown for possibly infinite parity games using the ideas of Zielonka which he published in 1998. In order to show quasi-polynomial time, we follow Lehtinen's …
Two-player, turn-based, stochastic games with reachability conditions are considered, where the maximizer has no information (he is blind) and is restricted to deterministic strategies whereas the minimizer is perfectly informed. We ask the question of whether the game has maxmin 1, in other words we ask whether for all $ε>0$ there exists a deterministic strategy for the (blind) maximizer such that against all the strategies of the minimizer, it is possible to reach the set of final states with probability larger than $1-ε$. This problem is undecidable in general, but we define a class of game…
We study multiplayer reachability games played on a finite directed graph equipped with target sets, one for each player. In those reachability games, it is known that there always exists a Nash equilibrium (NE) and a subgame perfect equilibrium (SPE). But sometimes several equilibria may coexist such that in one equilibrium no player reaches his target set whereas in another one several players reach it. It is thus very natural to identify "relevant" equilibria. In this paper, we consider different notions of relevant equilibria including Pareto optimal equilibria and equilibria with high soc…
We consider concurrent games played on graphs. At every round of the game, each player simultaneously and independently selects a move; the moves jointly determine the transition to a successor state. Two basic objectives are the safety objective: ``stay forever in a set F of states'', and its dual, the reachability objective, ``reach a set R of states''. We present in this paper a strategy improvement algorithm for computing the value of a concurrent safety game, that is, the maximal probability with which player 1 can enforce the safety objective. The algorithm yields a sequence of player-1 …
We consider perfect-information reachability stochastic games for 2 players on infinite graphs. We identify a subclass of such games, and prove two interesting properties of it: first, Player Max always has optimal strategies in games from this subclass, and second, these games are strongly determined. The subclass is defined by the property that the set of all values can only have one accumulation point -- 0. Our results nicely mirror recent results for finitely-branching games, where, on the contrary, Player Min always has optimal strategies. However, our proof methods are substantially diff…
In this short note we study a class of multi-player, turn-based games with deterministic state transitions and reachability / safety objectives (this class contains as special cases "classic" two-player reachability and safety games as well as multi-player "stay--in-a-set" and "reach-a-set" games). Quantitative and qualitative versions of the objectives are presented and for both cases we prove the existence of a deterministic and memoryless Nash equilibrium; the proof is short and simple, using only Fink's classic result about the existence of Nash equilibria for multi-player discounted stoch…
Two standard algorithms for approximately solving two-player zero-sum concurrent reachability games are value iteration and strategy iteration. We prove upper and lower bounds of 2^(m^(Theta(N))) on the worst case number of iterations needed by both of these algorithms for providing non-trivial approximations to the value of a game with N non-terminal positions and m actions for each player in each position. In particular, both algorithms have doubly-exponential complexity. Even when the game given as input has only one non-terminal position, we prove an exponential lower bound on the worst ca…
In two-player games on graphs, the players move a token through a graph to produce an infinite path, which determines the winner or payoff of the game. Such games are central in formal verification since they model the interaction between a non-terminating system and its environment. We study {\em bidding games} in which the players bid for the right to move the token. Two bidding rules have been defined. In {\em Richman} bidding, in each round, the players simultaneously submit bids, and the higher bidder moves the token and pays the other player. {\em Poorman} bidding is similar except that …
We consider concurrent games played on graphs. At every round of a game, each player simultaneously and independently selects a move; the moves jointly determine the transition to a successor state. Two basic objectives are the safety objective to stay forever in a given set of states, and its dual, the reachability objective to reach a given set of states. First, we present a simple proof of the fact that in concurrent reachability games, for all $ε>0$, memoryless $ε$-optimal strategies exist. A memoryless strategy is independent of the history of plays, and an $ε$-optimal strategy achieves t…
We consider concurrent stochastic games played on graphs with reachability and safety objectives. These games can be solved by value iteration as well as strategy iteration, each of them yielding a sequence of under-approximations of the reachability value and a sequence of over-approximation of the safety value, converging to it in the limit. For both approaches, we provide the first (anytime) algorithms with stopping criteria. The stopping criterion for value iteration is based on providing a convergent sequence of over-approximations, which then allows to estimate the distance to the true v…
We study games with reachability objectives under energy constraints. We first prove that under strict energy constraints (either only lower-bound constraint or interval constraint), those games are LOGSPACE-equivalent to energy games with the same energy constraints but without reachability objective (i.e., for infinite runs). We then consider two kinds of relaxations of the upper-bound constraints (while keeping the lower-bound constraint strict): in the first one, called weak upper bound, the upper bound is absorbing, in the sense that it allows receiving more energy when the upper bound is…
UMONS - Université de Mons(蒙斯大学);CNRS, LaBRI(法国国家科学研究中心,拉布里实验室);University of Liverpool(利物浦大学);Université Paris Cité, CNRS, IRIF(巴黎西岱大学,法国国家科学研究中心,IRIF)
We study two player reachability-price games on single-clock timed automata. The problem is as follows: given a state of the automaton, determine whether the first player can guarantee reaching one of the designated goal locations. If a goal location can be reached then we also want to compute the optimum price of doing so. Our contribution is twofold. First, we develop a theory of cost functions, which provide a comprehensive methodology for the analysis of this problem. This theory allows us to establish our second contribution, an EXPTIME algorithm for computing the optimum reachability pri…
We consider infinite-state Attacker-Defender games with reachability objectives. The results of the paper are twofold. Firstly we prove a new language-theoretic result for weighted automata on infinite words and show its encoding into the framework of Attacker-Defender games. Secondly we use this novel concept to prove undecidability for checking existence of a winning strategy in several low-dimensional mathematical games including vector reachability games, word games and braid games.
Weighted timed games are played by two players on a timed automaton equipped with weights: one player wants to minimise the accumulated weight while reaching a target, while the other has an opposite objective. Used in a reactive synthesis perspective, this quantitative extension of timed games allows one to measure the quality of controllers. Weighted timed games are notoriously difficult and quickly undecidable, even when restricted to non-negative weights. Decidability results exist for subclasses of one-clock games, and for a subclass with non-negative weights defined by a semantical restr…
We study turn-based stochastic zero-sum games with lexicographic preferences over reachability and safety objectives. Stochastic games are standard models in control, verification, and synthesis of stochastic reactive systems that exhibit both randomness as well as angelic and demonic non-determinism. Lexicographic order allows to consider multiple objectives with a strict preference order over the satisfaction of the objectives. To the best of our knowledge, stochastic games with lexicographic objectives have not been studied before. We establish determinacy of such games and present strategy…
We consider a class of infinite-state stochastic games generated by stateless pushdown automata (or, equivalently, 1-exit recursive state machines), where the winning objective is specified by a regular set of target configurations and a qualitative probability constraint `>0' or `=1'. The goal of one player is to maximize the probability of reaching the target set so that the constraint is satisfied, while the other player aims at the opposite. We show that the winner in such games can be determined in PTIME for the `>0' constraint, and both in NP and coNP for the `=1' constraint. Further, we…
In this paper, we present a method for finding approximate Nash equilibria in a broad class of reachability games. These games are often used to formulate both collision avoidance and goal satisfaction. Our method is computationally efficient, running in real-time for scenarios involving multiple players and more than ten state dimensions. The proposed approach forms a family of increasingly exact approximations to the original game. Our results characterize the quality of these approximations and show operation in a receding horizon, minimally-invasive control context. Additionally, as a spec…
Bidding Games on Markov Decision Processes with Quantitative Reachability Objectives
University of Haifa(海法大学);Masaryk University(马萨里克大学);Institute of Science and Technology Austria (ISTA)(奥地利科学技术研究所);IMDEA Software Institute(IMDEA软件研究所)
We consider a class of two-player turn-based zero-sum games on graphs with reachability objectives, known as reachability games, where the objective of Player 1 (P1) is to reach a set of goal states, and that of Player 2 (P2) is to prevent this. In particular, we consider the case where the players have asymmetric information about each other's action capabilities: P2 starts with an incomplete information (misperception) about P1's action set, and updates the misperception when P1 uses an action previously unknown to P2. When P1 is made aware of P2's misperception, the key question is whether …
We consider multi-player graph games with partial-observation and parity objective. While the decision problem for three-player games with a coalition of the first and second players against the third player is undecidable, we present a decidability result for partial-observation games where the first and third player are in a coalition against the second player, thus where the second player is adversarial but weaker due to partial-observation. We establish tight complexity bounds in the case where player 1 is less informed than player 2, namely 2-EXPTIME-completeness for parity objectives. Th…
Strategic deception is an act of manipulating the opponent's perception to gain strategic advantages. In this paper, we study synthesis of deceptive winning strategies in two-player turn-based zero-sum reachability games on graphs with one-sided incomplete information of action sets. In particular, we consider the class of games in which Player 1 (P1) starts with a non-empty set of private actions, which she may 'reveal' to Player 2 (P2) during the course of the game. P2 is equipped with an inference mechanism using which he updates his perception of P1's action set whenever a new action is re…
We study two-player reachability games on finite graphs. At each state the interaction between the players is concurrent and there is a stochastic Nature. Players also play stochastically. The literature tells us that 1) Player B, who wants to avoid the target state, has a positional strategy that maximizes the probability to win (uniformly from every state) and 2) from every state, for every ε > 0, Player A has a strategy that maximizes up to ε the probability to win. Our work is two-fold. First, we present a double-fixed-point procedure that says from which state Player A has a strategy that…
In this paper, we investigate the rational synthesis problem for concurrent game structure for a variety of objectives ranging from reachability to Muller condition. We propose a new algorithm that establishes the decidability of the non cooperative rational synthesis problem that relies solely on game theoretic technique as opposed to previous approaches that are logic based. Thanks to this approach, we construct a zero-sum turn-based game that can be adapted to each one of the afore mentioned objectives thus obtain new complexity results. In particular, we show that reachability, safety, Büc…
We study $n$-player turn-based games played on a finite directed graph. For each play, the players have to pay a cost that they want to minimize. Instead of the well-known notion of Nash equilibrium (NE), we focus on the notion of subgame perfect equilibrium (SPE), a refinement of NE well-suited in the framework of games played on graphs. We also study natural variants of SPE, named weak (resp. very weak) SPE, where players who deviate cannot use the full class of strategies but only a subclass with a finite number of (resp. a unique) deviation step(s). Our results are threefold. Firstly, we c…
We develop a quasi-polynomial time Las Vegas algorithm for approximating Nash equilibria in polymatrix games over trees, under a mild renormalizing assumption. Our result, in particular, leads to an expected polynomial-time algorithm for computing approximate Nash equilibria of tree polymatrix games in which the number of actions per player is a fixed constant. Further, for trees with constant degree, the running time of the algorithm matches the best known upper bound for approximating Nash equilibria in bimatrix games (Lipton, Markakis, and Mehta 2003). Notably, this work closely complements…
We study 2-player turn-based perfect-information stochastic games with countably infinite state space. The players aim at maximizing/minimizing the probability of a given event (i.e., measurable set of infinite plays), such as reachability, Büchi, omega-regular or more general objectives. These games are known to be weakly determined, i.e., they have value. However, strong determinacy of threshold objectives (given by an event and a threshold $c \in [0,1]$) was open in many cases: is it always the case that the maximizer or the minimizer has a winning strategy, i.e., one that enforces, against…
Priced timed games (PTGs) are two-player zero-sum games played on the infinite graph of configurations of priced timed automata where two players take turns to choose transitions in order to optimize cost to reach target states. Bouyer et al. and Alur, Bernadsky, and Madhusudan independently proposed algorithms to solve PTGs with nonnegative prices under certain divergence restriction over prices. Brihaye, Bruyere, and Raskin later provided a justification for such a restriction by showing the undecidability of the optimal strategy synthesis problem in the absence of this divergence restrictio…