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Krishnendu Chatterjee 1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems, Genova, Sept 30, 2011

Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

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Page 1: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 1

Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker

Krishnendu Chatterjee

5th Workshop on Reachability Problems,

Genova, Sept 30, 2011

Page 2: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 2

Games on Graphs

Games on graphs.

History Zermelo’s theorem about Chess in 1913 From every configuration

Either player 1 can enforce a win. Or player 2 can enforce a win. Or both players can enforce a draw.

Page 3: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 3

Chess: Games on Graph

Chess is a game on graph. Configuration graph.

Page 4: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 4

Graphs vs. Games

Two interacting players in games: Player 1 (Box) vs Player 2 (Diamond).

Page 5: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 5

Game Graph

Page 6: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 6

Game Graphs

A game graph G= ((S,E), (S1, S2)) Player 1 states (or vertices) S1 and similarly player 2

states S2, and (S1, S2) partitions S.

E is the set of edges. E(s) out-going edges from s, and assume E(s) non-

empty for all s.

Game played by moving tokens: when player 1 state, then player 1 chooses the out-going edge, and if player 2 state, player 2 chooses the outgoing edge.

Page 7: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 7

Game Example

Page 8: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 8

Game Example

Page 9: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 9

Game Example

Page 10: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 10

Strategies

Strategies are recipe how to move tokens or how to extend plays. Formally, given a history of play (or finite sequence of states), it chooses a probability distribution over out-going edges. ¾: S* S1 D(S).

¼: S* S2 ! D(S).

Page 11: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 11

Strategies Strategies are recipe how to move tokens or how to extend plays. Formally, given a

history of play (or finite sequence of states), it chooses a probability distribution over out-going edges.

¾: S* S1 ! D(S).

History dependent and randomized.

History independent: depends only current state (memoryless or positional). ¾: S1 ! D(S)

Deterministic: no randomization (pure strategies). ¾: S* S1 ! S

Deterministic and memoryless: no memory and no randomization (pure and memoryless and is the simplest class).

¾: S1 ! S

Same notations for player 2 strategies ¼.

Page 12: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 12

Objectives

Objectives are subsets of infinite paths, i.e., Ã µ S!.

Reachability: there is a set of good vertices (example check-mate) and goal is to reach them. Formally, for a set T if vertices or states, the objective is the set of paths that visit the target T at least once.

Page 13: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 13

Applications: Verification and Control of Systems

Verification and control of systems

Environment

Controller

M satisfies property (Ã)

E

C

Page 14: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 14

Applications: Verification and Control of Systems

Verification and control of systems

Question: does there exists a controller that against all environment ensures the property.

M satisfies property (Ã)EC || ||

Page 15: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 1616

-synthesis [Church, Ramadge/Wonham, Pnueli/Rosner]

-model checking of open systems

-receptiveness [Dill, Abadi/Lamport]

-semantics of interaction [Abramsky]

-non-emptiness of tree automata [Rabin, Gurevich/ Harrington]

-behavioral type systems and interface automata [deAlfaro/ Henzinger]

-model-based testing [Gurevich/Veanes et al.]

-etc.

Game Models Applications

Page 16: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 17

Reachability Games

Pre(X): given a set X of states, Pre(X) is the set of states such that player 1 can ensure next state in X.

X

T

Page 17: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 18

Reachability Games

Pre(X): given a set X of states, Pre(X) is the set of states such that player 1 can ensure next state in X.

X

T

Page 18: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 19

Reachability Games

Pre(X): given a set X of states, Pre(X) is the set of states such that player 1 can ensure next state in X.

X

T

Page 19: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 20

Reachability Games

Pre(X): given a set X of states, Pre(X) is the set of states such that player 1 can ensure next state in X.

Fix-point

X

T

Page 20: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 21

Reachability Games

Winning set for a partition: Determinacy Player 1 wins: then no matter what player 2 does,

certainly reach the target. Player 2 wins: then no matter what player 1 does, the

target is never reached.

Memoryless winning strategies.

Can be computed in linear time [Beeri 81, Immerman 81].

Page 21: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 22

Chess Theorem

Zermelo’s Theorem

Win1Win2

Both draw

Page 22: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 23

Game Graphs Till Now

Game graphs we have seen till now

Many rounds (possibly infinite).

Turn-based.

Page 23: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 24

Simultaneous Games

Theory of rational behavior as game theory von Neumann- Morgenstern games Matrix zero-sum games

R P S

R (0,0) (-1,1) (1,-1)

P (1,-1) (0,0) (-1,1)

S (-1,1) (1,-1) (0,0)

Page 24: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 25

Simultaneous Games

Theory of rational behavior as game theory von Neumann- Morgenstern games Matrix zero-sum games

R P S

R (0,0) (-1,1) (1,-1)

P (1,-1) (0,0) (-1,1)

S (-1,1) (1,-1) (0,0)

Page 25: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 26

Simultaneous Games

Example: Prisoners dilemma. Another example.

R L C

R (1,-1) (-1,1) (-1,1)

L (-1,1) (1,-1) (-1,1)

C (-1,1) (-1,1) (1,-1)

Page 26: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 27

Simultaneous Games

Example: Prisoners dilemma. Another example.

R L C

R (1,-1) (-1,1) (-1,1)

L (-1,1) (1,-1) (-1,1)

C (-1,1) (-1,1) (1,-1)

Page 27: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 28

Simultaneous Games

Another example: Penalty shoot-out (Soccer)

R L C

R (1,-1) (-1,1) (-1,1)

L (-1,1) (1,-1) (-1,1)

C (-1,1) (-1,1) (1,-1)

Page 28: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 29

Chess Vs. Soccer (Penalty)

Chess: Turn-based Possibly infinite rounds

Theory of simultaneous games (Soccer) Concurrent One-shot (one-round)

Mix chess and soccer Concurrent games on graphs

Page 29: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 30

Mixing Chess and Soccer: Concurrent Graph Games

Page 30: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 31

Concurrent Game Graphs

A concurrent game graph is a tuple G =(S,M,¡1,¡2,±)

• S is a finite set of states.

• M is a finite set of moves or actions.

• ¡i: S ! 2M n ; is an action assignment function that assigns the non-empty set ¡i(s) of actions to player i at s, where i 2 {1,2}.

• ±: S £ M £ M ! S, is a transition function that given a state and actions of both players gives the next state.

Page 31: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 32

An Example: Snow-ball Game

s Rrun, waithide, throw

hide, wait

run, throw[Everett 57]

Run

Hide

Throw Wait

Page 32: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 33

New Solution Concepts

Sure winning for turn-based.

New solution concepts

Almost-sure winning.

Limit-sure winning.

Page 33: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 34

Almost-sure Winning Example

s Rhead, headtail, tail

head, tailtail, head

Almost-sure winning strategy: say head and tail with probability ½.Randomization is necessary.

Page 34: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 35

Concurrent reachability games: limit-sure

s Rrun, waithide, throw

hide, wait

run, throw[Everett 57]

Move Probabilityrun qhide 1-q (q>0)

Win at s with probability1-q, for all q > 0.

Run

Hide

Throw Wait

Page 35: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 36

Concurrent reachability games: limit-sure

s Rrun, waithide, throw

hide, wait

run, throw

Run

Hide

Throw Wait

[Everett 57]

Move Probabilityrun qhide 1-q (q>0)

Win at s with probability1-q, for all q > 0.

w = 0 1 1

Player 1 cannot achieve w(s) = 1, only w(s) = 1-q for all q > 0.

Page 36: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 39

Results for Concurrent Reachability Games

Sure winning: Deterministic memoryless sufficient. Linear time.

Almost-sure winning: Randomization is necessary. Randomized memoryless is sufficient. Quadratic time algorithm.

Limit-sure winning: Randomization is necessary. Randomized memoryless is sufficient. Quadratic time algorithm.

Results from [dAHK98, CdAH06, CdAH09]

Page 37: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 40

Games Till Now

Turn-based graph games

Concurrent graph games Applications: again verification and synthesis with

synchronous interaction.

Both these games are perfect-information games. Players know the precise state of the game.

The game of Poker: players play but do not know the perfect state of the game.

Page 38: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 41

Summary: Theory of Graph Games

Winning Mode/ Game Graphs

Sure Almost-sure Limit-sure

Turn-based Games (CHESS)

Linear time (PTIME-complete)

Linear-time (PTIME-complete)

Linear-time(PTIME-complete)

Concurrent Games (CHESS+ SOCCER)

Linear time (PTIME-complete)

Quadratic time (PTIME-complete)

Quadratic time(PTIME-complete)

Partial-information Games(CHESS + SOCCER+ POKER)

Page 39: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 42

Mixing Chess and Poker: Partial-information Graph Games

Page 40: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 43

Why Partial-information

Perfect-information: controller knows everything about the system. This is often unrealistic in the design of reactive

systems because • systems have internal state not visible to controller (private

variables)• noisy sensors entail uncertainties on the state of the game

Partial-observationHidden variables = imperfect information.

Sensor uncertainty = imperfect information.

Page 41: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 44

Partial-information Games

A PIG G =(L, A, , O) is as follows L is a finite set of locations (or states). A is a finite set of input letters (or actions). µ L £ A £ L non-deterministic transition relation that

for a state and an action gives the possible next states.

O is the set of observations and is a partition of the state space. The observation represents what is observable.

Perfect-information: O={{l} | l 2 L}.

Page 42: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 45

PIG: Example

a,b

a

b a

b

Page 43: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 46

New Solution Concepts

Sure winning: winning with certainty (in perfect information setting determinacy).

Almost-sure winning: win with probability 1.

Limit-sure winning: win with probability arbitrary close to 1.

We will illustrate the solution concepts with card games.

Page 44: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 47

Card Game 1

Step 1: Player 2 selects a card from the deck of 52 cards and moves it from the deck (player 1 does not know the card).

Step 2: Step 2 a: Player 2 shuffles the deck. Step 2 b: Player 1 selects a card and view it. Step 2 c: Player 1 makes a guess of the secret card or

goes back to Step 2 a.

Player 1 wins if the guess is correct.

Page 45: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 48

Card Game 1

Player 1 can win with probability 1: goes back to Step 2 a until all 51 cards are seen.

Player 1 cannot win with certainty: there are cases (though with probability 0) such that all cards are not seen. Then player 1 either never makes a guess or makes a wrong guess with positive probability.

Page 46: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 49

Card Game 2

Step 1: Player 2 selects a new card from an exactly same deck and puts is in the deck of 52 cards (player 1 does not know the new card). So the deck has 53 cards with one duplicate.

Step 2: Step 2 a: Player 2 shuffles the deck. Step 2 b: Player 1 selects a card and view it. Step 2 c: Player 1 makes a guess of the secret duplicate

card or goes back to Step 2 a.

Player 1 wins if the guess is correct.

Page 47: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 50

Card Game 2

Player 1 can win with probability arbitrary close to 1: goes back to Step 2 a for a long time and then choose the card with highest frequency.

Player 1 cannot win probability 1, there is a tiny chance that not the duplicate card has the highest frequency, but can win with probability arbitrary close to 1, (i.e., for all ² >0, player 1 can win with probability 1- ², in other words the limit is 1).

Page 48: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

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Sure winning for Reachability

Result from [Reif 79]

Memory is required.

Exponential memory required.

Subset construction: what subsets of states player 1 can be. Reduction to exponential size turn-based games.

EXPTIME-complete.

Page 49: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 53

Almost-sure winning for Reachability

Result from [CDHR 06, CHDR 07]

Standard subset construction fails: as it captures only sure winning, and not same as almost-sure winning.

More involved subset construction is required.

EXPTIME-complete.

Page 50: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 54

Summary: Theory of Graph Games

Winning Mode/ Game Graphs

Sure Almost-sure Limit-sure

Turn-based Games (CHESS)

Linear time (PTIME-complete)

Linear-time (PTIME-complete)

Linear-time(PTIME-complete)

Concurrent Games (CHESS+ SOCCER)

Linear time (PTIME-complete)

Quadratic time (PTIME-complete)

Quadratic time(PTIME-complete)

Partial-information Games(CHESS + SOCCER+ POKER)

EXPTIME-complete EXPTIME-complete

Page 51: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 55

Limit-sure winning for Reachability

Limit-sure winning for reachability is undecidable [GO 10, CH 10].

Reduction from the Post-correspondence problem (PCP).

Page 52: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 56

Mixing Chess, Soccer and Poker

Partial-information concurrent games

Concurrency can be obtained for free (polynomial reduction) for partial-information games.

So all the results for partial-information turn-based games also hold for partial-information concurrent games.

Page 53: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 57

Summary: Theory of Graph Games

Winning Mode/ Game Graphs

Sure Almost-sure Limit-sure

Turn-based Games (CHESS)

Linear time (PTIME-complete)

Linear-time (PTIME-complete)

Linear-time(PTIME-complete)

Concurrent Games (CHESS+ SOCCER)

Linear time (PTIME-complete)

Quadratic time (PTIME-complete)

Quadratic time(PTIME-complete)

Partial-information Games(CHESS + SOCCER+ POKER)

EXPTIME-complete EXPTIME-complete Undecidable.

Page 54: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 58

Strategy Complexity

Page 55: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 59

Classes of strategies

rand. action-invisible

pure

rand. action-visible Classification

according to the power of strategies

Page 56: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 60

Classes of strategies

rand. action-invisible

pure

rand. action-visible Classification

according to the power of strategies

Poly-time reduction from decision problem of rand. act.-vis. to rand. act.-inv.

Page 57: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 61

Known results

Almost-sureplayer 1 partialplayer 2 perfect

player 1 perfect

player 2 partial

2-sidedboth partial

rand. act.-vis.

exponential (belief) [CDHR’06]

memoryless[BGG’09]

exponential (belief) [BGG’09]

rand. act.-inv.

exponential (belief)

[CDHR’06(remark), GS’09]

exponential (belief) [GS’09]

pure ? ? ?

Reachability - Memory requirement (for player 1)

Positiveplayer 1 partialplayer 2 perfect

player 1 perfect

player 2 partial

2-sidedboth partial

rand. act.-vis. memoryless memoryless memoryless

rand. act.-inv. memoryless memoryless memoryless

pure ? ? ?

Page 58: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 62

Beliefs

• Belief is sufficient.

• Randomized action invisible or visible almost same.

• The general case memory is similar (or in some cases exponential blow up) as compared to the one-sided case.

Three prevalent beliefs:

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Pure Strategies

• Belief is sufficient.

Proofs• Doubts.

Belief

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Krishnendu Chatterjee 64

Pure Strategies

• Belief is sufficient.

Proofs• Doubts

Lesson: Doubt your belief and believe in your doubts!!! See the unexpected.

Belief

Page 61: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 65

New results

Almost-sureplayer 1 partialplayer 2 perfect

player 1 perfect

player 2 partial

2-sidedboth partial

rand. act.-vis.

exponential (belief) [CDHR’06]

memoryless[BGG’09]

exponential (belief) [BGG’09]

rand. act.-inv.

exponential (belief)

[CDHR’06(remark), GS’09]

exponential (belief) [GS’09]

pure ? ? ?

Reachability - Memory requirement (for player 1)

Positiveplayer 1 partialplayer 2 perfect

player 1 perfect

player 2 partial

2-sidedboth partial

rand. act.-vis. memoryless memoryless memoryless

rand. act.-inv. memoryless memoryless memoryless

pure ? ? ?

Page 62: Krishnendu Chatterjee1 Graph Games with Reachabillity Objectives: Mixing Chess, Soccer and Poker Krishnendu Chatterjee 5 th Workshop on Reachability Problems,

Krishnendu Chatterjee 66

New results

Almost-sureplayer 1 partialplayer 2 perfect

player 1 perfect

player 2 partial

2-sidedboth partial

rand. act.-vis.

exponential (belief) [CDHR’06]

memoryless[BGG’09]

exponential (belief) [BGG’09]

rand. act.-inv.

exponential (more than belief)

exponential (belief) [GS’09]

pure exponential (more than belief) ? ?

Reachability - Memory requirement (for player 1)

Positiveplayer 1 partialplayer 2 perfect

player 1 perfect

player 2 partial

2-sidedboth partial

rand. act.-vis. memoryless memoryless memoryless

rand. act.-inv. memoryless memoryless memoryless

pure exponential (more than belief) ? ?

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New results

Almost-sureplayer 1 partialplayer 2 perfect

player 1 perfect

player 2 partial

2-sidedboth partial

rand. act.-vis.

exponential (belief) [CDHR’06]

memoryless[BGG’09]

exponential (belief) [BGG’09]

rand. act.-inv.

exponential (more than belief)

exponential (belief) [GS’09]

pure exponential (more than belief) ? ?

Reachability - Memory requirement (for player 1)

Positiveplayer 1 partialplayer 2 perfect

player 1 perfect

player 2 partial

2-sidedboth partial

rand. act.-vis. memoryless memoryless memoryless

rand. act.-inv. memoryless memoryless memoryless

pure exponential (more than belief) ? ?

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Pure Strategies: Player 1 Perfect, Player 2 Partial (positive)

Pl1 Perfect, Pl 2 Partial : Non-stochastic, Pure. Memoryless

Pl1 Perfect, Pl 2 Partial : Stochastic, Randomized. Memoryless

Pl1 Perfect, Pl 2 Perfect: Stochastic, Pure. Memoryless

Pl1 Partial, Pl 2 Perfect: Stochastic, Pure. Exponential

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Pure Strategies: Player 1 Perfect, Player 2 Partial (positive)

Pl1 Perfect, Pl 2 Partial : Non-stochastic, Pure. Memoryless

Pl1 Perfect, Pl 2 Partial : Stochastic, Randomized. Memoryless

Pl1 Perfect, Pl 2 Perfect: Stochastic, Pure. Memoryless

Pl1 Partial, Pl 2 Perfect: Stochastic, Pure. Exponential

Pl1 Perfect, Pl 2 Partial: Stochastic, Pure.

Add probabilityRestrict to pure

Pl 2 less informedPl 1 more informed, Pl 2 less informed

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Pure Strategies: Player 1 Perfect, Player 2 Partial (positive)

Pl1 Perfect, Pl 2 Partial : Non-stochastic, Pure. Memoryless

Pl1 Perfect, Pl 2 Partial : Stochastic, Randomized. Memoryless

Pl1 Perfect, Pl 2 Perfect: Stochastic, Pure. Memoryless

Pl1 Partial, Pl 2 Perfect: Stochastic, Pure. Exponential

Pl1 Perfect, Pl 2 Partial: Stochastic, Pure. Non-elementary complete

Add probabilityRestrict to pure

Pl 2 less informedPl 1 more informed, Pl 2 less informed

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New results

Almost-sureplayer 1 partialplayer 2 perfect

player 1 perfect

player 2 partial

2-sidedboth partial

rand. act.-vis.

exponential (belief) [CDHR’06]

memoryless[BGG’09]

exponential (belief) [BGG’09]

rand. act.-inv.

exponential (more than belief)

exponential (belief) [GS’09]

pure exponential (more than belief)

non-elementarycomplete

?

Reachability - Memory requirement (for player 1)

Positiveplayer 1 partialplayer 2 perfect

player 1 perfect

player 2 partial

2-sidedboth partial

rand. act.-vis. memoryless memoryless memoryless

rand. act.-inv. memoryless memoryless memoryless

pure exponential (more than belief)

non-elementarycomplete

?

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New results

Almost-sureplayer 1 partialplayer 2 perfect

player 1 perfect

player 2 partial

2-sidedboth partial

rand. act.-vis.

exponential (belief) [CDHR’06]

memoryless[BGG’09]

exponential (belief) [BGG’09]

rand. act.-inv.

exponential (more than belief)

exponential (belief) [GS’09]

pure exponential (more than belief)

non-elementarycomplete

?

Reachability - Memory requirement (for player 1)

Positiveplayer 1 partialplayer 2 perfect

player 1 perfect

player 2 partial

2-sidedboth partial

rand. act.-vis. memoryless memoryless memoryless

rand. act.-inv. memoryless memoryless memoryless

pure exponential (more than belief)

non-elementarycomplete

?

Player 1 wins from more states, but needs more memory !

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New results

Almost-sureplayer 1 partialplayer 2 perfect

player 1 perfect

player 2 partial

2-sidedboth partial

rand. act.-vis.

exponential (belief) [CDHR’06]

memoryless[BGG’09]

exponential (belief) [BGG’09]

rand. act.-inv.

exponential (more than belief)

exponential (belief) [GS’09]

pure exponential (more than belief)

non-elementarycomplete

finite (at least non-elementary)

Reachability - Memory requirement (for player 1)

Positiveplayer 1 partialplayer 2 perfect

player 1 perfect

player 2 partial

2-sidedboth partial

rand. act.-vis. memoryless memoryless memoryless

rand. act.-inv. memoryless memoryless memoryless

pure exponential (more than belief)

non-elementarycomplete

finite (at least non-elementary)

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Player 1 perfect, player 2 partial

• Win from more places.

• Winning strategy is very hard to implement.

Information is useful, but ignorance is bliss !!!

More information:

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Reductions for equivalence

Equivalence of the decision problems for almost-sure reachwith pure strategies and rand. act.-inv. strategies• Reduction of rand. act.-inv. to pure choice of a subset of actions (support of prob. dist.)

• Reduction of pure to rand. act.-inv. (holds for almost-sure only)

It follows that the memory requirements for pure hold for rand. act.-inv. as well !

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New results

Almost-sureplayer 1 partialplayer 2 perfect

player 1 perfect

player 2 partial

2-sidedboth partial

rand. act.-vis.

exponential (belief) [CDHR’06]

memoryless[BGG’09]

exponential (belief) [BGG’09]

rand. act.-inv.

exponential (more than belief)

finite (at least non-elementary)

pure exponential (more than belief)

non-elementarycomplete

finite (at least non-elementary)

Reachability - Memory requirement (for player 1)

Positiveplayer 1 partialplayer 2 perfect

player 1 perfect

player 2 partial

2-sidedboth partial

rand. act.-vis. memoryless memoryless memoryless

rand. act.-inv. memoryless memoryless memoryless

pure exponential (more than belief)

non-elementarycomplete

finite (at least non-elementary)

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Beliefs

• Belief is sufficient.

• Randomized action invisible or visible almost same.

• The general case memory is similar (or in some cases exponential blow up) as compared to the one-sided case.

Three prevalent beliefs:

Belief Fails!

[CD11] Chatterjee, Doyen. Partial-Observation Stochastic Games: How to Win when Belief Fails. CoRR abs/1107.2141, July 2011.

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The Message

Play Chess; Play Soccer;

But stay away from Poker !!!

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Conclusion Theory of graph games

Turn-based, concurrent, and partial-information games. Different solution concepts and different complexity. Several algorithmic questions open.

Partial information games

Problem with clear practical motivation.

Challenging to establish the right frontier of complexity.

Important generalization of perfect-information games.

Unfortunately, undecidable and also high complexity.

Current research: identifying decidable and more efficient sub-classes.

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Collaborators

Luca de Alfaro

Laurent Doyen

Thomas A. Henzinger

Jean-Francois Raskin

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Thank you !

Questions ?

The end