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Laurent Doyen LSV, ENS Cachan & CNRS Krishnendu Chatterjee IST Austria Luxembourg, December 8th, 2011 & Partial-Observation Stochastic Games: How to Win when Belief Fails

Laurent Doyen LSV, ENS Cachan & CNRS

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Partial-Observation Stochastic Games: How to Win when Belief Fails. Laurent Doyen LSV, ENS Cachan & CNRS. &. Krishnendu Chatterjee IST Austria. Luxembourg, December 8th, 2011. Example. void main () { int got_lock = 0; do { 1: if (*) { - PowerPoint PPT Presentation

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Page 1: Laurent Doyen LSV, ENS Cachan & CNRS

Laurent DoyenLSV, ENS Cachan & CNRS

Krishnendu ChatterjeeIST Austria

Luxembourg, December 8th, 2011

&

Partial-Observation Stochastic Games: How to Win when Belief Fails

Page 2: Laurent Doyen LSV, ENS Cachan & CNRS

Example

void main () { int got_lock = 0; do { 1: if (*) { 2: lock (); 3: got_lock++; } 4: if (got_lock != 0) { 5: unlock (); } 6: got_lock--; } while (*); }

void lock () { assert(L == 0); L = 1; }

void unlock () { assert(L == 1); L = 0; }

Page 3: Laurent Doyen LSV, ENS Cachan & CNRS

Example

void main () { int got_lock = 0; do { 1: if (*) { 2: lock (); 3: got_lock++; } 4: if (got_lock != 0) { 5: unlock (); } 6: got_lock--; } while (*); }

void lock () { assert(L == 0); L = 1; }

void unlock () { assert(L == 1); L = 0; }

Wrong!

Page 4: Laurent Doyen LSV, ENS Cachan & CNRS

Example

void main () { int got_lock = 0; do { 1: if (*) { 2: lock (); 3: s0 | s1 | inc | dec; } 4: if (got_lock != 0) { 5: unlock (); } 6: s0 | s1 | inc | dec; } while (*); }

s0 | s1 | inc | dec;

s0 | s1 | inc | dec;

void lock () { assert(L == 0); L = 1;}

void unlock () { assert(L == 1); L = 0;}

s0 ≡ got_lock = 0s1 ≡ got_lock = 1Inc ≡ got_lock++dec ≡ got_lock--

Page 5: Laurent Doyen LSV, ENS Cachan & CNRS

Example

Repair/synthesis as a game:

• System vs. Environment

• Turn-based game graph

• ω-regular objective

void main () { int got_lock = 0; do { 1: if (*) { 2: lock (); 3: s0 | s1 | inc | dec; } 4: if (got_lock != 0) { 5: unlock (); } 6: s0 | s1 | inc | dec; } while (*); }

s0 | s1 | inc | dec;

s0 | s1 | inc | dec;

void lock () { assert(L == 0); L = 1;}

void unlock () { assert(L == 1); L = 0;}

Page 6: Laurent Doyen LSV, ENS Cachan & CNRS

Example

void main () { int got_lock = 0; do { 1: if (*) { 2: lock (); 3: s0 | s1 | inc | dec; } 4: if (got_lock != 0) { 5: unlock (); } 6: s0 | s1 | inc | dec; } while (*); }

s0 | s1 | inc | dec;

s0 | s1 | inc | dec;

void lock () { assert(L == 0); L = 1;}

void unlock () { assert(L == 1); L = 0;}

Page 7: Laurent Doyen LSV, ENS Cachan & CNRS

Example

void main () { int got_lock = 0; do { 1: if (*) { 2: lock (); 3: s0 | s1 | inc | dec; } 4: if (got_lock != 0) { 5: unlock (); } 6: s0 | s1 | inc | dec; } while (*); }

s0 | s1 | inc | dec;

s0 | s1 | inc | dec;

void lock () { assert(L == 0); L = 1;}

void unlock () { assert(L == 1); L = 0;}

A winning strategy may use the value of L to update got_lock accrodingly:

• if L==0 then play s0 (got_lock = 0)

• if L==1 then play s1 (got_lock = 1)

Page 8: Laurent Doyen LSV, ENS Cachan & CNRS

Example

Repair/synthesis as a game of partial observation:

visible

hidden

void main () { int got_lock = 0; do { 1: if (*) { 2: lock (); 3: s0 | s1 | inc | dec; } 4: if (got_lock != 0) { 5: unlock (); } 6: s0 | s1 | inc | dec; } while (*); }

s0 | s1 | inc | dec;

s0 | s1 | inc | dec;

void lock () { assert(L == 0); L = 1;}

void unlock () { assert(L == 1); L = 0;}

States that differ only by the value of L have the same observation

Page 9: Laurent Doyen LSV, ENS Cachan & CNRS

Example

void main () { int got_lock = 0; do { 1: if (*) { 2: lock (); 3: s0 | s1 | inc | dec; } 4: if (got_lock != 0) { 5: unlock (); } 6: s0 | s1 | inc | dec; } while (*); }

s0 | s1 | inc | dec;

s0 | s1 | inc | dec;

void lock () { assert(L == 0); L = 1;}

void unlock () { assert(L == 1); L = 0;}

Page 10: Laurent Doyen LSV, ENS Cachan & CNRS

Example

void main () { int got_lock = 0; do { 1: if (*) { 2: lock (); 3: s0 | s1 | inc | dec; } 4: if (got_lock != 0) { 5: unlock (); } 6: s0 | s1 | inc | dec; } while (*); }

s1;

s0;

void lock () { assert(L == 0); L = 1;}

void unlock () { assert(L == 1); L = 0;}

Page 11: Laurent Doyen LSV, ENS Cachan & CNRS

Partial-Observation Stochastic Games

Page 12: Laurent Doyen LSV, ENS Cachan & CNRS

Examples

• Poker

- partial-observation

- stochastic

Page 13: Laurent Doyen LSV, ENS Cachan & CNRS

Examples

• Poker

- partial-observation

- stochastic

• Bonneteau

Page 14: Laurent Doyen LSV, ENS Cachan & CNRS

Bonneteau

2 black card, 1 red card

Initially, all are face downGoal: find the red card

Page 15: Laurent Doyen LSV, ENS Cachan & CNRS

Bonneteau

2 black card, 1 red card

Initially, all are face downGoal: find the red card

Rules:

1. Player 1 points a card

2. Player 2 flips one remaining black card

3. Player 1 may change his mind, wins if pointed card is red

Page 16: Laurent Doyen LSV, ENS Cachan & CNRS

Bonneteau

2 black card, 1 red card

Initially, all are face down

Rules:

1. Player 1 points a card

2. Player 2 flips one remaining black card

3. Player 1 may change his mind, wins if pointed card is red

Goal: find the red card

Page 17: Laurent Doyen LSV, ENS Cachan & CNRS

Bonneteau

2 black card, 1 red card

Initially, all are face down

Rules:

1. Player 1 points a card

2. Player 2 flips one remaining black card

3. Player 1 may change his mind, wins if pointed card is red

Goal: find the red card

Page 18: Laurent Doyen LSV, ENS Cachan & CNRS

Bonneteau: Game Model

Page 19: Laurent Doyen LSV, ENS Cachan & CNRS

Bonneteau: Game Model

Page 20: Laurent Doyen LSV, ENS Cachan & CNRS

Game Model

Page 21: Laurent Doyen LSV, ENS Cachan & CNRS

Game Model

Page 22: Laurent Doyen LSV, ENS Cachan & CNRS

Game Model

Page 23: Laurent Doyen LSV, ENS Cachan & CNRS

Game Model

Page 24: Laurent Doyen LSV, ENS Cachan & CNRS

Game Model

Page 25: Laurent Doyen LSV, ENS Cachan & CNRS

Observations (for player 1)

Page 26: Laurent Doyen LSV, ENS Cachan & CNRS

Observations (for player 1)

Page 27: Laurent Doyen LSV, ENS Cachan & CNRS

Observations (for player 1)

Page 28: Laurent Doyen LSV, ENS Cachan & CNRS

Observations (for player 1)

Page 29: Laurent Doyen LSV, ENS Cachan & CNRS

Observations (for player 1)

Page 30: Laurent Doyen LSV, ENS Cachan & CNRS

Observation-based strategy

This strategy is observation-based, e.g. after it plays

Page 31: Laurent Doyen LSV, ENS Cachan & CNRS

Observation-based strategy

This strategy is observation-based, e.g. after it plays

Page 32: Laurent Doyen LSV, ENS Cachan & CNRS

Optimal ?

This strategy is winning with probability 2/3

Page 33: Laurent Doyen LSV, ENS Cachan & CNRS

Game Model

This game is:

• turn-based

• (almost) non-stochastic

• player 2 has perfect observation

Page 34: Laurent Doyen LSV, ENS Cachan & CNRS

Interaction

General case: concurrent & stochastic

Player 1’s move

Player 2’s move

Players choose their moves simultaneously and independently

Page 35: Laurent Doyen LSV, ENS Cachan & CNRS

General case: concurrent & stochastic

Player 1’s move

Player 2’s move

Probability distribution on successor state

-player games

Interaction

Page 36: Laurent Doyen LSV, ENS Cachan & CNRS

Special cases:

• player-1 state

Turn-based games

• player-2 state

Interaction

Page 37: Laurent Doyen LSV, ENS Cachan & CNRS

Partial-observation

Observations: partitions induced by coloring

General case: 2-sided partial observation

Two partitions and

Page 38: Laurent Doyen LSV, ENS Cachan & CNRS

Partial-observation

Observations: partitions induced by coloring

Player 1’s view

Player 2’s view

General case: 2-sided partial observation

Two partitions and

Page 39: Laurent Doyen LSV, ENS Cachan & CNRS

or

Special case: 1-sided partial observation

Partial-observation

Observations: partitions induced by coloring

Page 40: Laurent Doyen LSV, ENS Cachan & CNRS

Strategies & objective

A strategy for Player is a function that maps histories (sequences of observations) to probability distribution over actions.

Page 41: Laurent Doyen LSV, ENS Cachan & CNRS

Strategies & objective

History-depedentrandomized

A strategy for Player is a function that maps histories (sequences of observations) to probability distribution over actions.

Page 42: Laurent Doyen LSV, ENS Cachan & CNRS

Strategies & objective

Reachability objective:

Winning probability of :

A strategy for Player is a function that maps histories (sequences of observations) to probability distribution over actions.

Page 43: Laurent Doyen LSV, ENS Cachan & CNRS

Decide if there exists a strategy for player 1 that is winning with probability at least ½.

Qualitative analysis

The following problem is undecidable:(already for probabilistic automata [Paz71])

[Paz71] Paz. Introduction to Probabilistic Automata. Academic Press 1971.

Page 44: Laurent Doyen LSV, ENS Cachan & CNRS

Decide if there exists a strategy for player 1 that is winning with probability at least ½.

Qualitative analysis

The following problem is undecidable:

Qualitative analysis:

• Almost-sure: … winning with probability 1

• Positive: … winning with probability > 0

(already for probabilistic automata [Paz71])

Page 45: Laurent Doyen LSV, ENS Cachan & CNRS

Applications in verification

• Control with inaccurate digital sensors

• multi-process control with private variables

• multi-agent protocols

• planning with uncertainty/unknown

control

tank

void main () { int got_lock = 0; do { 1: if (*) { 2: lock (); 3: got_lock++; } 4: if (got_lock != 0) { 5: unlock (); } 6: got_lock--; } while (*); }

void lock () { assert(L == 0); L = 1; }

void unlock () { assert(L == 1); L = 0; }

Page 46: Laurent Doyen LSV, ENS Cachan & CNRS

Example 1

Player 1 partial, player 2 perfect

Page 47: Laurent Doyen LSV, ENS Cachan & CNRS

Example 1

Player 1 partial, player 2 perfect

No pure strategy of Player 1 is winning with probability 1(example from [CDHR06]).

Page 48: Laurent Doyen LSV, ENS Cachan & CNRS

Example 1

Player 1 partial, player 2 perfect

No pure strategy of Player 1 is winning with probability 1(example from [CDHR06]).

Page 49: Laurent Doyen LSV, ENS Cachan & CNRS

Example 1

Player 1 wins with probability 1, and needs randomization

Player 1 partial, player 2 perfect

Belief-based-only randomized strategies are sufficient

Page 50: Laurent Doyen LSV, ENS Cachan & CNRS

Example 2

Player 1 partial, player 2 perfect

Page 51: Laurent Doyen LSV, ENS Cachan & CNRS

Example 2

Player 1 partial, player 2 perfect

Randomized action-visible strategies:

To win with probability 1, player 1 needs to observe his own actions. (example from [CDH10]).

Page 52: Laurent Doyen LSV, ENS Cachan & CNRS

Classes of strategies

rand. action-invisible

pure

rand. action-visible Classification

according to the power of strategies

Page 53: Laurent Doyen LSV, ENS Cachan & CNRS

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.

The model of rand. act.-inv. is more general

Page 54: Laurent Doyen LSV, ENS Cachan & CNRS

Classes of strategies

rand. action-invisible

pure

rand. action-visible Classification

according to the power of strategies

Computational complexity(algorithms)

Strategy complexity(memory)

Page 55: Laurent Doyen LSV, ENS Cachan & CNRS

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) [GS’09]

exponential (belief) [GS’09]

pure ? ? ?

Reachability - Memory requirement (for player 1)

Page 56: Laurent Doyen LSV, ENS Cachan & CNRS

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)

[BGG09] Bertrand, Genest, Gimbert. Qualitative Determinacy and Decidability of Stochastic Games with Signals. LICS’09.

[CDHR06] Chatterjee, Doyen, Henzinger, Raskin. Algorithms for ω-Regular games with Incomplete Information. CSL’06.[GS09] Gripon, Serre. Qualitative Concurrent Stochastic Games with Imperfect Information. ICALP’09.

Page 57: Laurent Doyen LSV, ENS Cachan & CNRS

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

pure ? ? ?

Page 58: Laurent Doyen LSV, ENS Cachan & CNRS

About 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:

Page 59: Laurent Doyen LSV, ENS Cachan & CNRS

Pure Strategies

• Belief is sufficient.

Proofs• Doubts.

Belief

Page 60: Laurent Doyen LSV, ENS Cachan & CNRS

Pure Strategies

• Belief is sufficient.

Proofs• Doubts.

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

Belief

Page 61: Laurent Doyen LSV, ENS Cachan & CNRS

When belief fails (1/2)

Belief-based-only pure strategies are not sufficient, both for positive and for almost-sure winning

player 1 partial

player 2 perfect

Page 62: Laurent Doyen LSV, ENS Cachan & CNRS

When belief fails (1/2)

Belief-based-only pure strategies are not sufficient, both for positive and for almost-sure winning

player 1 partial

player 2 perfect

Page 63: Laurent Doyen LSV, ENS Cachan & CNRS

When belief fails (1/2)

Belief-based-only pure strategies are not sufficient, both for positive and for almost-sure winning

not winning

player 1 partial

player 2 perfect

Page 64: Laurent Doyen LSV, ENS Cachan & CNRS

When belief fails (1/2)

Belief-based-only pure strategies are not sufficient, both for positive and for almost-sure winning

not winning

player 1 partial

player 2 perfect

Page 65: Laurent Doyen LSV, ENS Cachan & CNRS

When belief fails (1/2)

Belief-based-only pure strategies are not sufficient, both for positive and for almost-sure winning

Neither is winning !

player 1 partial

player 2 perfect

Page 66: Laurent Doyen LSV, ENS Cachan & CNRS

When belief fails (1/2)

Belief-based-only pure strategies are not sufficient, both for positive and for almost-sure winning

player 1 partial

player 2 perfect

Page 67: Laurent Doyen LSV, ENS Cachan & CNRS

When belief fails (1/2)

Belief-based-only pure strategies are not sufficient, both for positive and for almost-sure winning

player 1 partial

player 2 perfect

This strategy is almost-sure winning !

Page 68: Laurent Doyen LSV, ENS Cachan & CNRS

Using the trick of “repeated actions” we construct an example where belief-only randomized action-invisible strategies are not sufficient (for almost-sure winning)

When belief fails (2/2)

player 1 partial

player 2 perfect

Page 69: Laurent Doyen LSV, ENS Cachan & CNRS

Using the trick of “repeated actions” we construct an example where belief-only randomized action-invisible strategies are not sufficient (for almost-sure winning)

When belief fails (2/2)

player 1 partial

player 2 perfect

Page 70: Laurent Doyen LSV, ENS Cachan & CNRS

Using the trick of “repeated actions” we construct an example where belief-only randomized action-invisible strategies are not sufficient (for almost-sure winning)

When belief fails (2/2)

player 1 partial

player 2 perfect

Almost-sure winning requires to play pure strategy, with more-than-belief memory !

Page 71: Laurent Doyen LSV, ENS Cachan & CNRS

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 72: Laurent Doyen LSV, ENS Cachan & CNRS

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) ?

pureexponential (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

pureexponential (more

than belief)? ?

Page 73: Laurent Doyen LSV, ENS Cachan & CNRS

Pure Strategies: Player 1 Perfect, Player 2 Partial

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.

Page 74: Laurent Doyen LSV, ENS Cachan & CNRS

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

Pure Strategies: Player 1 Perfect, Player 2 Partial

Page 75: Laurent Doyen LSV, ENS Cachan & CNRS

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

Pure Strategies: Player 1 Perfect, Player 2 Partial

Page 76: Laurent Doyen LSV, ENS Cachan & CNRS

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) ?

pureexponential (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

pureexponential (more

than belief)

non-elementarycomplete

?

Page 77: Laurent Doyen LSV, ENS Cachan & CNRS

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) ?

pureexponential (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

pureexponential (more

than belief)

non-elementarycomplete

?

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

Page 78: Laurent Doyen LSV, ENS Cachan & CNRS

Player 1 perfect, player 2 partial

• lower bound: simulation of counter systems with increment and division by 2

• upper bound: positive: non-elementary counters simulate randomized strategies almost-sure: reduction to iterated positive

Memory of non-elementary size for pure strategies

Counter systems with {+1,÷2} require non-elementary counter value for reachability

Page 79: Laurent Doyen LSV, ENS Cachan & CNRS

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:

Page 80: Laurent Doyen LSV, ENS Cachan & CNRS

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) ?

pureexponential (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

pureexponential (more

than belief)

non-elementarycomplete

finite (at least non-elementary)

Page 81: Laurent Doyen LSV, ENS Cachan & CNRS

Pure randomized-invisible

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. repeated-action trick (holds for almost-sure only)

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

Page 82: Laurent Doyen LSV, ENS Cachan & CNRS

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)

pureexponential (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

pureexponential (more

than belief)

non-elementarycomplete

finite (at least non-elementary)

Page 83: Laurent Doyen LSV, ENS Cachan & CNRS

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 !

Page 84: Laurent Doyen LSV, ENS Cachan & CNRS

Summary of our results

• player 1 partial: exponential memory, more than belief

• player 1 perfect: non-elementary memory (complete)

• 2-sided: finite, at least non-elementary memory (as compared to previously claimed exponential upper bound)

Pure strategies (for almost-sure and positive):

• player 1 partial: exponential memory, more than belief

• 2-sided: finite, at least non-elementary memory

Randomized action-invisible strategies (for almost-sure) :

Page 85: Laurent Doyen LSV, ENS Cachan & CNRS

More results & open questions

• Player 1 partial: reduction to Büchi game, EXPTIME-complete

Open questions:

• Player 2 partial: non-elementary complexity (note: almost-sure Büchi is poly-time equivalent to almost-sure reachability, positive Büchi is undecidable [BBG08])

Computational complexity for 1-sided:

• Whether non-elementary size memory is sufficient in 2-sided• Exact computational complexity

Page 86: Laurent Doyen LSV, ENS Cachan & CNRS

Details

Details can be found in:

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

Page 87: Laurent Doyen LSV, ENS Cachan & CNRS

References

Details can be found in:

[BBG08] Baier, Bertrand, Grösser. On Decision Problems for Probabilistic Büchi automata. FoSSaCS’08.

[BGG09] Bertrand, Genest, Gimbert. Qualitative Determinacy and Decidability of Stochastic Games with Signals. LICS’09.

[CDHR06] Chatterjee, Doyen, Henzinger, Raskin. Algorithms for ω-Regular games with Incomplete Information. CSL’06.

[CDH10] Cristau, David, Horn. How do we remember the past in randomised strategies?. GANDALF’10.

[GS09] Gripon, Serre. Qualitative Concurrent Stochastic Games with Imperfect Information. ICALP’09.

[Paz71] Paz. Introduction to Probabilistic Automata. Academic Press 1971.

Other references:

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

Page 88: Laurent Doyen LSV, ENS Cachan & CNRS

Some proof ideas

Page 89: Laurent Doyen LSV, ENS Cachan & CNRS

New results

Almost-sureplayer 1 partialplayer 2 perfect

player 1 perfect

player 2 partial

2-sidedboth partial

rand. act.-vis.

rand. act.-inv.

pureexponential (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.

rand. act.-inv.

pureexponential (more

than belief)

Page 90: Laurent Doyen LSV, ENS Cachan & CNRS

When belief fails

Belief-based-only pure strategies are not sufficient, both for positive and for almost-sure winning

player 1 partial

player 2 perfect

Page 91: Laurent Doyen LSV, ENS Cachan & CNRS

When belief fails

Belief-based-only pure strategies are not sufficient, both for positive and for almost-sure winning

player 1 partial

player 2 perfect

When belief is {q1,q2}, then ensure that the target is reached from both q1 and q2.

Page 92: Laurent Doyen LSV, ENS Cachan & CNRS

When belief fails

When belief is {q1,q2}, then ensure that the target is reached from both q1 and q2.

Page 93: Laurent Doyen LSV, ENS Cachan & CNRS

When belief fails

When belief is {q1,q2}, then ensure that the target is reached from both q1 and q2.

Page 94: Laurent Doyen LSV, ENS Cachan & CNRS

When belief fails

When belief is {q1,q2}, then ensure that the target is reached from both q1 and q2.

belief

Page 95: Laurent Doyen LSV, ENS Cachan & CNRS

When belief fails

When belief is {q1,q2}, then ensure that the target is reached from both q1 and q2.

belief

Page 96: Laurent Doyen LSV, ENS Cachan & CNRS

When belief fails

When belief is {q1,q2}, then ensure that the target is reached from both q1 and q2.

beliefobligation

Obligation = from every state in belief, reach target with positive probability

Page 97: Laurent Doyen LSV, ENS Cachan & CNRS

When belief fails

When belief is {q1,q2}, then ensure that the target is reached from both q1 and q2.

beliefobligation

At this point, obligation of q2 is satisfied

Obligation = from every state in belief, reach target with positive probability

Page 98: Laurent Doyen LSV, ENS Cachan & CNRS

When belief fails

When belief is {q1,q2}, then ensure that the target is reached from both q1 and q2.

beliefobligation

At this point, obligation of q2 is satisfied

Obligation = from every state in belief, reach target with positive probability

Here, obligation of q1 is satisfied

Page 99: Laurent Doyen LSV, ENS Cachan & CNRS

When belief fails

When belief is {q1,q2}, then ensure that the target is reached from both q1 and q2.

beliefobligation

At this point, obligation of q2 is satisfied

Obligation = from every state in belief, reach target with positive probability

Here, obligation of q1 is satisfied

Page 100: Laurent Doyen LSV, ENS Cachan & CNRS

When belief failsbeliefobligation

At this point, obligation of q2 is satisfied

Obligation = from every state in belief, reach target with positive probability

Here, obligation of q1 is satisfied

Empty obligation set

All obligations

fulfilled

Page 101: Laurent Doyen LSV, ENS Cachan & CNRS

When belief failsbeliefobligation

Empty obligation set

All obligations

fulfilled

Positive reachability: ensure empty obligation once

Reachability condition

Almost-sure reachability: ensure empty obligation infinitely often(and recharge when empty)

Büchi condition

Page 102: Laurent Doyen LSV, ENS Cachan & CNRS

Computing with obligations

How to update the obligation set ?

How to check satisfaction of obligations ?

Page 103: Laurent Doyen LSV, ENS Cachan & CNRS

Computing with obligations

How to update the obligation set ?

Ask player 1 to decrease distance to target

How to check satisfaction of obligations ?

Page 104: Laurent Doyen LSV, ENS Cachan & CNRS

Computing with obligations

How to update the obligation set ?

Ask player 1 to decrease distance to target

Page 105: Laurent Doyen LSV, ENS Cachan & CNRS

Computing with obligations

How to update the obligation set ?

Ask player 1 to decrease distance to target

Makes it harder for player 1…

Page 106: Laurent Doyen LSV, ENS Cachan & CNRS

Computing with obligations

How to update the obligation set ?

Ask player 1 to decrease distance to target

Problem: obligations are chosen randomly player 1 may get “lucky”.

Makes it harder for player 1…

Page 107: Laurent Doyen LSV, ENS Cachan & CNRS

Computing with obligations

Cannot store all successors as obligation

Ask player to promise visit to target

Promise of player 1 may vanish if player 1 is “lucky”

(i.e., he gets an observation for which he did not promise anything)

Page 108: Laurent Doyen LSV, ENS Cachan & CNRS

Computing with obligations

How to update the obligation set ?

Ask player 1 to decrease distance to target

How to check satisfaction of obligations ?

Problem: obligations are chosen randomly player 1 may get “lucky”.

Makes it harder for player 1…

Page 109: Laurent Doyen LSV, ENS Cachan & CNRS

Computing with obligations

How to update the obligation set ?

Ask player 1 to decrease distance to target

How to check satisfaction of obligations ?

Remove target states from obligation set

Let player 2 make the probabilistic choice

Problem: obligations are chosen randomly player 1 may get “lucky”.

Makes it harder for player 1…

Page 110: Laurent Doyen LSV, ENS Cachan & CNRS

Computing with obligations

How to update the obligation set ?

Ask player 1 to decrease distance to target

How to check satisfaction of obligations ?

Remove target states from obligation set

Let player 2 make the probabilistic choice

Makes it harder for player 1…

Makes it even harder for player 1

Page 111: Laurent Doyen LSV, ENS Cachan & CNRS

Computing with obligations

How to update the obligation set ?

Ask player 1 to decrease distance to target

How to check satisfaction of obligations ?

Remove target states from obligation set

Let player 2 make the probabilistic choice

Makes it harder for player 1…

Makes it even harder for player 1

Recharge obligation set when empty

Reduces almost-sure reachability to 2-player Büchi game

Page 112: Laurent Doyen LSV, ENS Cachan & CNRS

Computing with obligations

How to update the obligation set ?

Ask player 1 to decrease distance to target

How to check satisfaction of obligations ?

Remove target states from obligation set

Let player 2 make the probabilistic choice

Makes it harder for player 1…

Makes it even harder for player 1

Key argument of the proof:

not really harder for player 1 !!

Recharge obligation set when empty

Reduces almost-sure reachability to 2-player Büchi game

Page 113: Laurent Doyen LSV, ENS Cachan & CNRS

Computing with obligations

How to update the obligation set ?

Ask player 1 to decrease distance to target

How to check satisfaction of obligations ?

Remove target states from obligation set

Let player 2 make the probabilistic choice

Makes it harder for player 1…

Makes it even harder for player 1

Key argument of the proof:

not really harder for player 1 !!

Recharge obligation set when empty

Reduces almost-sure reachability to 2-player Büchi game

Page 114: Laurent Doyen LSV, ENS Cachan & CNRS

New results

Almost-sureplayer 1 partialplayer 2 perfect

player 1 perfect

player 2 partial

2-sidedboth partial

rand. act.-vis.

rand. act.-inv.

purenon-

elementarycomplete

Reachability - Memory requirement (for player 1)

Positiveplayer 1 partialplayer 2 perfect

player 1 perfect

player 2 partial

2-sidedboth partial

rand. act.-vis.

rand. act.-inv.

purenon-

elementarycomplete

Page 115: Laurent Doyen LSV, ENS Cachan & CNRS

Player 1 perfect, player 2 partial

Page 116: Laurent Doyen LSV, ENS Cachan & CNRS

Player 1 perfect, player 2 partial

Page 117: Laurent Doyen LSV, ENS Cachan & CNRS

Player 1 perfect, player 2 partial

Page 118: Laurent Doyen LSV, ENS Cachan & CNRS

Player 1 perfect, player 2 partial

Page 119: Laurent Doyen LSV, ENS Cachan & CNRS

Player 1 perfect, player 2 partial

Page 120: Laurent Doyen LSV, ENS Cachan & CNRS

Player 1 perfect, player 2 partial

Page 121: Laurent Doyen LSV, ENS Cachan & CNRS

Player 1 perfect, player 2 partial

Flavor of a counter system with:

• increment,

• division by 2 (size of alphabet)

Page 122: Laurent Doyen LSV, ENS Cachan & CNRS

Player 1 perfect, player 2 partial

Show that:

1. games can simulate increment and division by 2

2. Such counter systems require non-elementary counter value for reachability

Page 123: Laurent Doyen LSV, ENS Cachan & CNRS

Counter system with {+1,÷2}

Page 124: Laurent Doyen LSV, ENS Cachan & CNRS

Counter system with {+1,÷2}

Reachability ?

Page 125: Laurent Doyen LSV, ENS Cachan & CNRS

Counter system with {+1,÷2}

Page 126: Laurent Doyen LSV, ENS Cachan & CNRS

Counter system with {+1,÷2}

Page 127: Laurent Doyen LSV, ENS Cachan & CNRS

Counter system with {+1,÷2}

Page 128: Laurent Doyen LSV, ENS Cachan & CNRS

Counter system with {+1,÷2}

Page 129: Laurent Doyen LSV, ENS Cachan & CNRS

Counter system with {+1,÷2}

Page 130: Laurent Doyen LSV, ENS Cachan & CNRS

Counter system with {+1,÷2}

Page 131: Laurent Doyen LSV, ENS Cachan & CNRS

Player 1 perfect, player 2 partial

Show that:

1. games can simulate increment and division by 2

2. Such counter systems require non-elementary counter value for reachability

Page 132: Laurent Doyen LSV, ENS Cachan & CNRS

Game gadgets for {idle,+1,÷2}

Page 133: Laurent Doyen LSV, ENS Cachan & CNRS

Game gadgets for {idle,+1,÷2}

Page 134: Laurent Doyen LSV, ENS Cachan & CNRS

Game that simulates 3 counters…

Page 135: Laurent Doyen LSV, ENS Cachan & CNRS

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

Pure Strategies: Player 1 Perfect, Player 2 Partial

Page 136: Laurent Doyen LSV, ENS Cachan & CNRS

Player 1 perfect, player 2 partial

• lower bound: simulation of counter systems with increment and division by 2

• upper bound: positive: non-elementary counters simulate randomized strategies almost-sure: reduction to iterated positive

Memory of non-elementary size for pure strategies

Counter systems with {+1,÷2} require non-elementary counter value for reachability

Page 137: Laurent Doyen LSV, ENS Cachan & CNRS

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)

pureexponential (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

pureexponential (more

than belief)

non-elementarycomplete

finite (at least non-elementary)

Page 138: Laurent Doyen LSV, ENS Cachan & CNRS
Page 139: Laurent Doyen LSV, ENS Cachan & CNRS