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P2 Stochastic Games with Synchronizing Objectives

具有同步目标的随机博弈
LICS Proceedings of the 37th Annual ACM/IEEE Symposium on Logic in Computer Science2022匹配度 2/10 · 该论文属于随机博弈、自动机与形式化验证理论,研究同步目标的获胜分布及判定复杂性;与用户核心关注的静态分析、LLM/Agent、浮点程序分析和贝叶斯程序分析没有直接关联,仅在形式化方法背景上有很弱交集。引用 3 inbox
Laurent Doyen
crossref: 2026-09-12dblp: 2026-09-12arxiv: 2026-09-12

AI 速览

一句话:研究随机博弈中同步目标的获胜分布,给出算法并确定判定问题的 PSPACE/PTIME 完全性。

本文研究在有限图上进行无限轮的两玩家随机博弈。随机博弈统一了 MDP(加入对手玩家)和两玩家确定性博弈(加入随机性),其结果为状态分布序列。作者考虑同步目标:要求概率质量始终、一次、无限多次或在某时刻之后始终累积到目标状态集合;获胜模式分为必然获胜(累积概率为1)与几乎必然获胜(累积概率任意接近1)。论文给出计算各同步模式获胜分布的算法,并证明“同步一次”和“同步无限多次”的判定问题是 PSPACE 完全的,而“始终同步”和“某时刻之后始终同步”是 PTIME 完全的。这些界与 MDP 特例一致,但算法与证明在确定性博弈中亦更复杂:博弈带有不完全信息特征,通常非确定,需随机策略;与图随机性结合时,有限记忆策略一般不足(尤其同步无限多次)。

问题
论文关注有限图无限轮两玩家随机博弈中同步目标的求解:概率质量需始终、一次、无限多次或某时刻后始终累积到目标状态,并区分必然获胜与几乎必然获胜。
方法
作者为每种同步模式设计计算获胜分布的算法,并通过上下界归约确定判定复杂度;证明中需处理非确定性和随机策略,甚至确定性博弈也具不完全信息色彩。
评估
通过精确复杂度界评估:同步一次/无限多次为 PSPACE 完全,始终/某时刻后始终为 PTIME 完全;结果与 MDP 特例一致,但算法与证明更复杂,且同步无限多次一般需无限记忆策略。
原文摘要(Abstract)

We consider two-player stochastic games played on a finite graph for infinitely many rounds. Stochastic games generalize both Markov decision processes (MDP) by adding an adversary player, and two-player deterministic games by adding stochasticity. The outcome of the game is a sequence of distributions over the states of the game graph. We consider synchronizing objectives, which require the probability mass to accumulate in a set of target states, either always, once, infinitely often, or always after some point in the outcome sequence; and the winning modes of sure winning (if the accumulated probability is equal to 1) and almost-sure winning (if the accumulated probability is arbitrarily close to 1). We present algorithms to compute the set of winning distributions for each of these synchronizing modes, showing that the corresponding decision problem is PSPACE-complete for synchronizing once and infinitely often, and PTIME-complete for synchronizing always and always after some point. These bounds are remarkably in line with the special case of MDPs, while the algorithmic solution and proof technique are considerably more involved, even for deterministic games. This is because those games have a flavour of imperfect information, in particular they are not determined and randomized strategies need to be considered, even if there is no stochastic choice in the game graph. Moreover, in combination with stochasticity in the game graph, finite-memory strategies are not sufficient in general (for synchronizing infinitely often).

链接与引用

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BibTeX
@inproceedings{000122a,
  title = {Stochastic Games with Synchronizing Objectives},
  author = {Laurent Doyen},
  booktitle = {LICS},
  year = {2022},
  doi = {10.1145/3531130.3532439}
}