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arXiv 2305.04096cs.GTcs.MA
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棋子博弈

A Game of Pawns

Guy Avni, Pranav Ghorpade, Shibashis Guha

AI总结:

本文提出棋子博弈框架,使顶点控制权随固定机制动态转移,并系统分析了不同机制与所有权限制下求解可达性目标的复杂度,识别出PTIME可解类与EXPTIME完全类。

摘要:

我们引入并研究棋子博弈,这是一类两人零和回合制图博弈。回合制图博弈的过程是:将一个令牌放置在初始顶点上,谁控制令牌所在的顶点,谁就选择它的下一个位置。这会在图中形成一条路径,并由此决定胜负。传统上,顶点的控制权是预先确定且固定不变的。棋子博弈的新颖之处在于,顶点的控制权在整个博弈过程中按如下方式动态变化。棋子博弈中的每个顶点都由一个棋子拥有。在每一回合中,棋子被划分给两位玩家,控制拥有令牌所在顶点的棋子的玩家选择令牌的下一个位置。棋子的控制权在整个博弈过程中按照固定机制动态变化。具体来说,我们定义了几种基于抓取的机制,在这些机制中,每个回合结束时最多有一个棋子的控制权发生转移。我们研究求解棋子博弈的复杂度,重点关注可达性目标,并根据所使用的机制以及对顶点棋子所有权的限制对问题进行参数化。在积极方面,尽管棋子博弈是指数简洁的回合制博弈,我们仍识别出若干可以在多项式时间内求解的自然类别。在消极方面,我们识别出若干EXPTIME完全类别,其困难性证明基于一类新的博弈,称为锁与钥匙博弈,这可能具有独立的研究意义。

英文摘要:

We introduce and study pawn games, a class of two-player zero-sum turn-based graph games. A turn-based graph game proceeds by placing a token on an initial vertex, and whoever controls the vertex on which the token is located, chooses its next location. This leads to a path in the graph, which determines the winner. Traditionally, the control of vertices is predetermined and fixed. The novelty of pawn games is that control of vertices changes dynamically throughout the game as follows. Each vertex of a pawn game is owned by a pawn. In each turn, the pawns are partitioned between the two players, and the player who controls the pawn that owns the vertex on which the token is located, chooses the next location of the token. Control of pawns changes dynamically throughout the game according to a fixed mechanism. Specifically, we define several grabbing-based mechanisms in which control of at most one pawn transfers at the end of each turn. We study the complexity of solving pawn games, where we focus on reachability objectives and parameterize the problem by the mechanism that is being used and by restrictions on pawn ownership of vertices. On the positive side, even though pawn games are exponentially-succinct turn-based games, we identify several natural classes that can be solved in PTIME. On the negative side, we identify several EXPTIME-complete classes, where our hardness proofs are based on a new class of games called Lock & Key games, which may be of independent interest.

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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