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Ali Asadi

Publications and source records attributed to Ali Asadi.

At least 19 recordsLinked to original sources

Values of Absorbing Recursive Games Express All Real Algebraic Numbers

Many classes of two-player zero-sum stochastic games have the orderfield property: if all payoffs and transition probabilities lie in a subfield of $\mathbb{R}$, so does the undiscounted value. Absorbing games fail this property, and Oliu-Barton and Vigeral [\emph{Absorbing games with irrational values}, Oper.\ Res.\ Lett.\ 51 (2023) 555--559] conjectured the precise extent of the failure: every real algebraic number $\alpha$ of degree $m\geq 1$ over $\mathbb{Q}$ is the undiscounted value of a rational $m\times m$ absorbing game. We prove this conjecture, and in fact within a special subclass of absorbing games: for every such $\alpha$, the game realizing it is \emph{strictly absorbing} and \emph{recursive}, i.e., every action pair is absorbing with positive probability and all non-absorbing stage payoffs are zero; when $\alpha>0$ it can moreover be taken \emph{positive recursive}, with positive absorbing payoffs. As a corollary, the set of undiscounted values of rational $m\times m$ absorbing games is exactly the set of real algebraic numbers of degree at most $m$

math.OC

The Complexity of Approximating the Value in Revealing POMDPs with Long-Run Average Objectives

We study partially observable Markov decision processes (POMDPs) with long-run average objectives, where the payoff is defined as the limit inferior of the expected average rewards. We consider the computational problem of approximating the long-run average value of a POMDP. In general, the long-run average value of a POMDP is neither computable nor approximable. We therefore consider the subclass of revealing POMDPs. Informally, a POMDP is revealing when the controller observes the underlying state with positive probability at each stage of the process. Our main contributions are threefold. First, we illustrate the practical relevance of this class of POMDPs through an application in control and optimization. Second, we present an exponential-time algorithm for the value approximation problem. Third, we establish EXPTIME-hardness by a reduction from the problem of almost-sure safety in POMDPs. Together, these results show that the problem of approximating the long-run average value in revealing POMDPs is EXPTIME-complete.

math.OC

Quantitative Analysis of $\omega$-Regular Robust MDPs

Robust Markov Decision Processes (RMDPs) generalize classical MDPs by allowing uncertainty in transition probabilities and optimizing against their worst-case realization. We consider $(s,a)$-rectangular RMDPs with \emph{linearly defined} uncertainty sets and study parity objectives, which are a canonical representation of $\omega$-regular objectives. An uncertainty set is linearly defined if it is described by linear inequalities over the transition distribution together with auxiliary variables, which capture the standard $L_1$ and $L_\infty$ balls as well as general polytopic uncertainty sets. The quantitative value is the supremum, over all agent policies, of the satisfaction probability guaranteed against the adversarial environment. Previous work studied the qualitative analysis, namely the almost-sure (resp. positive) problem that asks whether a single agent policy guarantees satisfaction with probability one (resp. positive probability) against every environment policy. In this work, we solve the exact quantitative problem. Our contributions are threefold. First, we show that both the agent and the environment admit pure memoryless optimal policies. Second, we give a polynomial-time algorithm for quantitative parity on linearly defined robust Markov chains and use it as a subroutine in a policy-iteration algorithm for RMDPs. The algorithm combines quantitative one-step improvements with qualitative almost-sure improvements. Finally, we report experiments comparing our approach with the explicit reduction to stochastic games.

cs.AI

PAC Learning in Turn-Based Stochastic Games with Reachability Objectives: A Decentralized Private Approach via Expected Conditional Distance

Reachability is the most fundamental logical objective, yet it is notoriously difficult to learn in reinforcement learning settings: even for Markov decision processes, PAC learning of reachability is impossible without additional assumptions. This difficulty also holds in turn-based stochastic games (TBSGs), where two adversarial players interact on a finite state space. In this work, we consider turn-based stochastic games with reachability objectives. For such settings, adversarial learning, in which players are adversarial even in the learning phase, is impossible. Therefore, the goal is to consider learning, in which both players learn the unknown model together. In this spirit, previous literature on PAC learning in TBSGs considers (a)~public information shared by both players; and (b)~centralized learning, which means that players share the same learning algorithm. In this work, our contribution is two-fold. First, we relax these strong assumptions and ensure learning: (i)~with private information not shared with the other player; and (ii)~decentralized learning where the players do not share the same learning algorithm. To the best of our knowledge, this work is the first positive result for decentralized and private information learning of TBSGs with reachability objectives. Second, we introduce a game-theoretic generalization of the Expected Conditional Distance (ECD) parameter, which measures the expected length of reaching the target set. We establish a polynomial-sample complexity bound with respect to the number of states, actions, ECD parameter, and inverses of error tolerance and failure probability.

cs.LG

Practical Estimation of Trotter Error for Hamiltonian Simulation

Trotter product formulas are a leading approach for Hamiltonian simulation on quantum computers, yet their practical performance has remained difficult to assess due to the challenge of accurately estimating the Trotter error. In this work, we develop new theoretical results, algorithms, and software tools that advance the state-of-the-art in Trotter error estimation by orders of magnitude in both scale and accuracy. On the theoretical side, we prove that in the asymptotic limit the error of a product formula depends on the diagonal elements of the Baker-Campbell-Hausdorff (BCH) error operator in the eigenbasis of the Hamiltonian, rather than its full spectral norm -- yielding an improved scaling for Hamiltonian simulation using product formulas. On the algorithmic side, we introduce a compact representation of the BCH expansion that reduces the number of commutators from $\mathcal{O}(n^3)$ to $\mathcal{O}(n)$ for second-order, and from $\mathcal{O}(n^5)$ to $\mathcal{O}(n^2)$ for fourth-order formulas on $n$ fragments, complemented by an importance sampling scheme to further reduce the computational cost. We provide implementations of these techniques in software and demonstrate their power on two applications: (i) X-ray absorption spectroscopy of an electronic Hamiltonian (Li$_4$Mn$_2$O) at up to 56 qubits using tensor networks; and (ii) vibronic dynamics of naphthalene at over 100 qubits using ML-MCTDH, where we find that naive analytical bounds overestimate the required number of Trotter steps by nearly five orders of magnitude. Our framework enables, for the first time, the accurate estimation of Trotter error at practically relevant system sizes, providing a foundation for fair algorithmic comparisons and rational design of product formulas.

quant-ph

Generalized Bidding Games: Where Bidding and Stochastic Games Meet

Two-player games on graphs are a classical framework for analyzing strategic decision making. In turn-based games, two players move a token along the edges of the graph, and the right to move the token is determined by the current vertex. In pure bidding games the right to move the token is determined at each step through bidding; here we consider Richman bidding, where the winning player of a bid pays the losing player. The winner is decided based on a temporal or quantitative specification evaluated over the resulting infinite play. We combine turn-based games and pure bidding games into generalized bidding games, with player-1 vertices, player-2 vertices, and bidding vertices. This natural and simple generalization of bidding games has far-reaching consequences. We show that, as a model, generalized bidding games are more expressive than pure bidding games, and we provide several applications. We also show that generalized Richman bidding games are structurally equivalent to simple stochastic games: they are linearly interreducible to each other. As was previously known, the special case of pure Richman bidding games corresponds to random-turn games. In other words, generalized bidding games extend pure bidding games in the same way that simple stochastic games extend random-turn games. We use this connection to solve generalized Richman bidding games for temporal and quantitativ specifications. We establish that generalized bidding games with parity and mean-payoff specifications retain the best known upper bounds for turn-based games and pure bidding games, namely $NP\cap coNP$. We study a repair problem that asks whether bidding vertices can be assigned owners so as to bring the threshold budget required to win the game below a given target. This problem has direct applications in compositional policy synthesis for multi-objective settings, and we show it to be NP-complete.

cs.GT

On the Complexity of Discounted Robust MDPs with $L_p$ Uncertainty Sets

A basic model in sequential decision making is the Markov decision process (MDP), which is extended to Robust MDPs (RMDPs) by allowing uncertainty in transition probabilities and optimizing against the worst-case transition probabilities from the uncertainty sets. The class of $(s, a)$-rectangular RMDPs with $L_p$ uncertainty sets provides a flexible and expressive model for such problems. We study this class of RMDPs with a discounted-sum cost criterion and a constant discount factor. The existence of an efficient algorithm for this class is a fundamental theoretical question in optimization and sequential decision making. Previous results only establish a strongly polynomial-time algorithm for $L_\infty$ uncertainty sets. In this work, our main results are as follows: (a)~we show that for any compact uncertainty set, the policy iteration algorithm for RMDPs is strongly polynomial with oracle access to solutions of Robust Markov chains (RMCs); (b)~we present strongly polynomial-time bounds on the policy iteration algorithm for RMCs with $L_1$ and $L_\infty$ uncertainty sets; and (c)~we establish hardness results for RMCs with $L_p$ uncertainty sets for integer $p$ satisfying $1<p<\infty$. Finally, motivated by our theoretical bounds, we present experimental results showing how fast policy iteration converges for RMDPs with $L_1$ and $L_\infty$ uncertainty sets.

cs.CC

Strongly Polynomial Time Complexity of Policy Iteration for $L_\infty$ Robust MDPs

Markov decision processes (MDPs) are a fundamental model in sequential decision making. Robust MDPs (RMDPs) extend this framework by allowing uncertainty in transition probabilities and optimizing against the worst-case realization of that uncertainty. In particular, $(s, a)$-rectangular RMDPs with $L_\infty$ uncertainty sets form a fundamental and expressive model: they subsume classical MDPs and turn-based stochastic games. We consider this model with discounted payoffs. The existence of polynomial and strongly-polynomial time algorithms is a fundamental problem for these optimization models. For MDPs, linear programming yields polynomial-time algorithms for any arbitrary discount factor, and the seminal work of Ye established strongly--polynomial time for a fixed discount factor. The generalization of such results to RMDPs has remained an important open problem. In this work, we show that a robust policy iteration algorithm runs in strongly-polynomial time for $(s, a)$-rectangular $L_\infty$ RMDPs with a constant (fixed) discount factor, resolving an important algorithmic question.

cs.AI

Revealing POMDPs: Qualitative and Quantitative Analysis for Parity Objectives

Partially observable Markov decision processes (POMDPs) are a central model for uncertainty in sequential decision making. The most basic objective is the reachability objective, where a target set must be eventually visited, and the more general parity objectives can model all omega-regular specifications. For such objectives, the computational analysis problems are the following: (a) qualitative analysis that asks whether the objective can be satisfied with probability 1 (almost-sure winning) or probability arbitrarily close to 1 (limit-sure winning); and (b) quantitative analysis that asks for the approximation of the optimal probability of satisfying the objective. For general POMDPs, almost-sure analysis for reachability objectives is EXPTIME-complete, but limit-sure and quantitative analyses for reachability objectives are undecidable; almost-sure, limit-sure, and quantitative analyses for parity objectives are all undecidable. A special class of POMDPs, called revealing POMDPs, has been studied recently in several works, and for this subclass the almost-sure analysis for parity objectives was shown to be EXPTIME-complete. In this work, we show that for revealing POMDPs the limit-sure analysis for parity objectives is EXPTIME-complete, and even the quantitative analysis for parity objectives can be achieved in EXPTIME.

cs.CC

{\epsilon}-Stationary Nash Equilibria in Multi-player Stochastic Graph Games

A strategy profile in a multi-player game is a Nash equilibrium if no player can unilaterally deviate to achieve a strictly better payoff. A profile is an $\epsilon$-Nash equilibrium if no player can gain more than $\epsilon$ by unilaterally deviating from their strategy. In this work, we use $\epsilon$-Nash equilibria to approximate the computation of Nash equilibria. Specifically, we focus on turn-based, multiplayer stochastic games played on graphs, where players are restricted to stationary strategies -- strategies that use randomness but not memory. The problem of deciding the constrained existence of stationary Nash equilibria -- where each player's payoff must lie within a given interval -- is known to be $\exists\mathbb{R}$-complete in such a setting (Hansen and S{\o}lvsten, 2020). We extend this line of work to stationary $\epsilon$-Nash equilibria and present an algorithm that solves the following promise problem: given a game with a Nash equilibrium satisfying the constraints, compute an $\epsilon$-Nash equilibrium that $\epsilon$-satisfies those same constraints -- satisfies the constraints up to an $\epsilon$ additive error. Our algorithm runs in FNP^NP time. To achieve this, we first show that if a constrained Nash equilibrium exists, then one exists where the non-zero probabilities are at least an inverse of a double-exponential in the input. We further prove that such a strategy can be encoded using floating-point representations, as in the work of Frederiksen and Miltersen (2013), which finally gives us our FNP^NP algorithm. We further show that the decision version of the promise problem is NP-hard. Finally, we show a partial tightness result by proving a lower bound for such techniques: if a constrained Nash equilibrium exists, then there must be one that where the probabilities in the strategies are double-exponentially small.

cs.GT

Lower Bound on Howard Policy Iteration for Deterministic Markov Decision Processes

Deterministic Markov Decision Processes (DMDPs) are a mathematical framework for decision-making where the outcomes and future possible actions are deterministically determined by the current action taken. DMDPs can be viewed as a finite directed weighted graph, where in each step, the controller chooses an outgoing edge. An objective is a measurable function on runs (or infinite trajectories) of the DMDP, and the value for an objective is the maximal cumulative reward (or weight) that the controller can guarantee. We consider the classical mean-payoff (aka limit-average) objective, which is a basic and fundamental objective. Howard's policy iteration algorithm is a popular method for solving DMDPs with mean-payoff objectives. Although Howard's algorithm performs well in practice, as experimental studies suggested, the best known upper bound is exponential and the current known lower bound is as follows: For the input size $I$, the algorithm requires $\tilde{\Omega}(\sqrt{I})$ iterations, where $\tilde{\Omega}$ hides the poly-logarithmic factors, i.e., the current lower bound on iterations is sub-linear with respect to the input size. Our main result is an improved lower bound for this fundamental algorithm where we show that for the input size $I$, the algorithm requires $\tilde{\Omega}(I)$ iterations.

cs.AI

Qualitative Analysis of $\omega$-Regular Objectives on Robust MDPs

Robust Markov Decision Processes (RMDPs) generalize classical MDPs that consider uncertainties in transition probabilities by defining a set of possible transition functions. An objective is a set of runs (or infinite trajectories) of the RMDP, and the value for an objective is the maximal probability that the agent can guarantee against the adversarial environment. We consider (a) reachability objectives, where given a target set of states, the goal is to eventually arrive at one of them; and (b) parity objectives, which are a canonical representation for $\omega$-regular objectives. The qualitative analysis problem asks whether the objective can be ensured with probability 1. In this work, we study the qualitative problem for reachability and parity objectives on RMDPs without making any assumption over the structures of the RMDPs, e.g., unichain or aperiodic. Our contributions are twofold. We first present efficient algorithms with oracle access to uncertainty sets that solve qualitative problems of reachability and parity objectives. We then report experimental results demonstrating the effectiveness of our oracle-based approach on classical RMDP examples from the literature scaling up to thousands of states.

cs.AI

Limit-sure reachability for small memory policies in POMDPs is NP-complete

A standard model that arises in several applications in sequential decision making is partially observable Markov decision processes (POMDPs) where a decision-making agent interacts with an uncertain environment. A basic objective in such POMDPs is the reachability objective, where given a target set of states, the goal is to eventually arrive at one of them. The limit-sure problem asks whether reachability can be ensured with probability arbitrarily close to 1. In general, the limit-sure reachability problem for POMDPs is undecidable. However, in many practical cases the most relevant question is the existence of policies with a small amount of memory. In this work, we study the limit-sure reachability problem for POMDPs with a fixed amount of memory. We establish that the computational complexity of the problem is NP-complete.

cs.CC

Deterministic Sub-exponential Algorithm for Discounted-sum Games with Unary Weights

Turn-based discounted-sum games are two-player zero-sum games played on finite directed graphs. The vertices of the graph are partitioned between player 1 and player 2. Plays are infinite walks on the graph where the next vertex is decided by a player that owns the current vertex. Each edge is assigned an integer weight and the payoff of a play is the discounted-sum of the weights of the play. The goal of player 1 is to maximize the discounted-sum payoff against the adversarial player 2. These games lie in NP and coNP and are among the rare combinatorial problems that belong to this complexity class and the existence of a polynomial-time algorithm is a major open question. Since breaking the general exponential barrier has been a challenging problem, faster parameterized algorithms have been considered. If the discount factor is expressed in unary, then discounted-sum games can be solved in polynomial time. However, if the discount factor is arbitrary (or expressed in binary), but the weights are in unary, none of the existing approaches yield a sub-exponential bound. Our main result is a new analysis technique for a classical algorithm (namely, the strategy iteration algorithm) that present a new runtime bound which is $n^{O ( W^{1/4} \sqrt{n} )}$, for game graphs with $n$ vertices and maximum absolute weight of at most $W$. In particular, our result yields a deterministic sub-exponential bound for games with weights that are constant or represented in unary.

cs.GT

Concurrent Stochastic Games with Stateful-discounted and Parity Objectives: Complexity and Algorithms

We study two-player zero-sum concurrent stochastic games with finite state and action space played for an infinite number of steps. In every step, the two players simultaneously and independently choose an action. Given the current state and the chosen actions, the next state is obtained according to a stochastic transition function. An objective is a measurable function on plays (or infinite trajectories) of the game, and the value for an objective is the maximal expectation that the player can guarantee against the adversarial player. We consider: (a) stateful-discounted objectives, which are similar to the classical discounted-sum objectives, but states are associated with different discount factors rather than a single discount factor; and (b) parity objectives, which are a canonical representation for $\omega$-regular objectives. For stateful-discounted objectives, given an ordering of the discount factors, the limit value is the limit of the value of the stateful-discounted objectives, as the discount factors approach zero according to the given order. The computational problem we consider is the approximation of the value within an arbitrary additive error. The above problem is known to be in EXPSPACE for the limit value of stateful-discounted objectives and in PSPACE for parity objectives. The best-known algorithms for both the above problems are at least exponential time, with an exponential dependence on the number of states and actions. Our main results for the value approximation problem for the limit value of stateful-discounted objectives and parity objectives are as follows: (a) we establish TFNP[NP] complexity; and (b) we present algorithms that improve the dependency on the number of actions in the exponent from linear to logarithmic. In particular, if the number of states is constant, our algorithms run in polynomial time.

cs.GT

Hybrid quantum programming with PennyLane Lightning on HPC platforms

We introduce PennyLane's Lightning suite, a collection of high-performance state-vector simulators targeting CPU, GPU, and HPC-native architectures and workloads. Quantum applications such as QAOA, VQE, and synthetic workloads are implemented to demonstrate the supported classical computing architectures and showcase the scale of problems that can be simulated using our tooling. We benchmark the performance of Lightning with backends supporting CPUs, as well as NVidia and AMD GPUs, and compare the results to other commonly used high-performance simulator packages, demonstrating where Lightning's implementations give performance leads. We show improved CPU performance by employing explicit SIMD intrinsics and multi-threading, batched task-based execution across multiple GPUs, and distributed forward and gradient-based quantum circuit executions across multiple nodes. Our data shows we can comfortably simulate a variety of circuits, giving examples with up to 30 qubits on a single device or node, and up to 41 qubits using multiple nodes.

quant-ph

PennyLane: Automatic differentiation of hybrid quantum-classical computations

PennyLane is a Python 3 software framework for differentiable programming of quantum computers. The library provides a unified architecture for near-term quantum computing devices, supporting both qubit and continuous-variable paradigms. PennyLane's core feature is the ability to compute gradients of variational quantum circuits in a way that is compatible with classical techniques such as backpropagation. PennyLane thus extends the automatic differentiation algorithms common in optimization and machine learning to include quantum and hybrid computations. A plugin system makes the framework compatible with any gate-based quantum simulator or hardware. We provide plugins for hardware providers including the Xanadu Cloud, Amazon Braket, and IBM Quantum, allowing PennyLane optimizations to be run on publicly accessible quantum devices. On the classical front, PennyLane interfaces with accelerated machine learning libraries such as TensorFlow, PyTorch, JAX, and Autograd. PennyLane can be used for the optimization of variational quantum eigensolvers, quantum approximate optimization, quantum machine learning models, and many other applications.

quant-ph

Inductive Reachability Witnesses

In this work, we consider the fundamental problem of reachability analysis over imperative programs with real variables. The reachability property requires that a program can reach certain target states during its execution. Previous works that tackle reachability analysis are either unable to handle programs consisting of general loops (e.g. symbolic execution), or lack completeness guarantees (e.g. abstract interpretation), or are not automated (e.g. incorrectness logic/reverse Hoare logic). In contrast, we propose a novel approach for reachability analysis that can handle general programs, is (semi-)complete, and can be entirely automated for a wide family of programs. Our approach extends techniques from both invariant generation and ranking-function synthesis to reachability analysis through the notion of (Universal) Inductive Reachability Witnesses (IRWs/UIRWs). While traditional invariant generation uses over-approximations of reachable states, we consider the natural dual problem of under-approximating the set of program states that can reach a target state. We then apply an argument similar to ranking functions to ensure that all states in our under-approximation can indeed reach the target set in finitely many steps.

cs.PL