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arXiv 2001.03894cs.GTcs.FLcs.LO
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可在与竞技场无关的有限记忆下最优游玩的博弈

Games Where You Can Play Optimally with Arena-Independent Finite Memory

Patricia Bouyer, Stéphane Le Roux, Youssouf Oualhadj, Mickael Randour, Pierre Vandenhove

AI总结:

本文完整刻画了允许使用与竞技场无关的有限记忆最优策略的偏好关系,推广了Gimbert和Zielonka的工作,并证明了单人博弈最优策略可提升至双人博弈,覆盖多重奇偶与能量目标等情形。

摘要:

几十年来,图上的双人(对抗性)博弈一直是理论计算机科学中许多重要问题的首选框架。一个著名的问题是控制器综合,它可以通过博弈论的隐喻被重新表述为系统在与对抗性环境的博弈中寻求获胜策略的探索。根据具体规格,最优策略可能简单也可能相当复杂,例如可能需要使用(可能是无限的)记忆。因此,研究致力于理解哪些设置允许简单策略。\n\n2005年,Gimbert和Zielonka提供了偏好关系(一个用于建模规格和博弈目标的正式框架)的完整刻画,该关系允许双方玩家采用无记忆最优策略。然而,在过去的十五年中,实际应用推动社区转向具有复杂或多重目标的博弈,在这些博弈中,记忆——无论是有限的还是无限的——几乎总是必需的。尽管付出了很多努力,但允许有限记忆最优策略的偏好关系类别的确切边界仍然难以捉摸。\n\n在这项工作中,我们建立了允许使用与竞技场无关的有限记忆的最优策略的偏好关系的完整刻画,将Gimbert和Zielonka的工作推广到有限记忆情形。我们还证明了他们著名的推论的一个具有重大实际意义的等价形式:如果双方玩家在所有单人博弈中都具有最优的(与竞技场无关的)有限记忆策略,那么在所有双人博弈中也是如此。最后,我们精确定位了我们的结果相对于文献的边界:我们的工作完全覆盖了与竞技场无关的记忆情形(例如,多重奇偶目标、有上下界能量目标),并为与竞技场相关的情形(例如,多重下界能量目标)铺平了道路。

英文摘要:

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 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).

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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