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Dietmar Berwanger

Publications and source records attributed to Dietmar Berwanger.

10 recordsLinked to original sources

Synthesising Full-Information Protocols

We lay out a model of games with imperfect information that features explicit communication actions, by which the entire observation history of a player is revealed to another player. Such full-information protocols are common in asynchronous distributed systems; here, we consider a synchronous setting with a single active player who may communicate with multiple passive observers in an indeterminate environment. We present a procedure for solving the basic strategy-synthesis problem under regular winning conditions. We present our solution in an abstract framework of games with imperfect information and we split the proof in two conceptual parts: (i) a generic reduction schema from imperfect-information to perfect-information games, and (ii) a specific construction for full-information protocols that satisfies the requirement of the reduction schema. Furthermore we show that the number of passive observers induces a strict hierarchy, both in terms of expressiveness and complexity: with n observers, a full-information protocol can express indistinguishability relations (defining imperfect information for the player in the protocol) that are not expressible with n-1 observers, and the strategy-synthesis problem is (n+1)-EXPTIME-complete.

cs.LO

Observation and Distinction. Representing Information in Infinite Games

We compare two approaches for modelling imperfect information in infinite games by using finite-state automata. The first, more standard approach views information as the result of an observation process driven by a sequential Mealy machine. In contrast, the second approach features indistinguishability relations described by synchronous two-tape automata. The indistinguishability-relation model turns out to be strictly more expressive than the one based on observations. We present a characterisation of the indistinguishability relations that admit a representation as a finite-state observation function. We show that the characterisation is decidable, and give a procedure to construct a corresponding Mealy machine whenever one exists.

cs.GT

Deviator Detection under Imperfect Monitoring

Grim-trigger strategies are a fundamental mechanism for sustaining equilibria in iterated games: the players cooperate along an agreed path, and as soon as one player deviates, the others form a coalition to play him down to his minmax level. A precondition to triggering such a strategy is that the identity of the deviating player becomes common knowledge among the other players. This can be difficult or impossible to attain in games where the information structure allows only imperfect monitoring of the played actions or of the global state. We study the problem of synthesising finite-state strategies for detecting the deviator from an agreed strategy profile in games played on finite graphs with different information structures. We show that the problem is undecidable in the general case where the global state cannot be monitored. On the other hand, we prove that under perfect monitoring of the global state and imperfect monitoring of actions, the problem becomes decidable, and we present an effective synthesis procedure that covers infinitely repeated games with private monitoring.

cs.GT

Hierarchical Information and the Synthesis of Distributed Strategies

Infinite games with imperfect information are known to be undecidable unless the information flow is severely restricted. One fundamental decidable case occurs when there is a total ordering among players, such that each player has access to all the information that the following ones receive. In this paper we consider variations of this hierarchy principle for synchronous games with perfect recall, and identify new decidable classes for which the distributed synthesis problem is solvable with finite-state strategies. In particular, we show that decidability is maintained when the information hierarchy may change along the play, or when transient phases without hierarchical information are allowed. Finally, we interpret our result in terms of distributed system architectures.

cs.GT

Consensus Game Acceptors and Iterated Transductions

We study a game for recognising formal languages, in which two players with imperfect information need to coordinate on a common decision, given private input words correlated by a finite graph. The players have a joint objective to avoid an inadmissible decision, in spite of the uncertainty induced by the input. We show that the acceptor model based on consensus games characterises context-sensitive languages. Further, we describe the expressiveness of these games in terms of iterated synchronous transductions and identify a subclass that characterises context-free languages.

cs.FL

A Retraction Theorem for Distributed Synthesis

We present a general theorem for distributed synthesis problems in coordination games with $ω$-regular objectives of the form: If there exists a winning strategy for the coalition, then there exists an "essential" winning strategy, that is obtained by a retraction of the given one. In general, this does not lead to finite-state winning strategies, but when the knowledge of agents remains bounded, we can solve the synthesis problem. Our study is carried out in a setting where objectives are expressed in terms of events that may \emph{not} be observable. This is natural in games of imperfect information, rather than the common assumption that objectives are expressed in terms of events that are observable to all agents. We characterise decidable distributed synthesis problems in terms of finiteness of knowledge states and finite congruence classes induced by them.

cs.DC

Infinite games with finite knowledge gaps

Infinite games where several players seek to coordinate under imperfect information are deemed to be undecidable, unless the information is hierarchically ordered among the players. We identify a class of games for which joint winning strategies can be constructed effectively without restricting the direction of information flow. Instead, our condition requires that the players attain common knowledge about the actual state of the game over and over again along every play. We show that it is decidable whether a given game satisfies the condition, and prove tight complexity bounds for the strategy synthesis problem under $ω$-regular winning conditions given by parity automata.

cs.GT

Games with Delays. A Frankenstein Approach

We investigate infinite games on finite graphs where the information flow is perturbed by nondeterministic signalling delays. It is known that such perturbations make synthesis problems virtually unsolvable, in the general case. On the classical model where signals are attached to states, tractable cases are rare and difficult to identify. Here, we propose a model where signals are detached from control states, and we identify a subclass on which equilibrium outcomes can be preserved, even if signals are delivered with a delay that is finitely bounded. To offset the perturbation, our solution procedure combines responses from a collection of virtual plays following an equilibrium strategy in the instant- signalling game to synthesise, in a Frankenstein manner, an equivalent equilibrium strategy for the delayed-signalling game.

cs.GT

Games with recurring certainty

Infinite games where several players seek to coordinate under imperfect information are known to be intractable, unless the information flow is severely restricted. Examples of undecidable cases typically feature a situation where players become uncertain about the current state of the game, and this uncertainty lasts forever. Here we consider games where the players attain certainty about the current state over and over again along any play. For finite-state games, we note that this kind of recurring certainty implies a stronger condition of periodic certainty, that is, the events of state certainty ultimately occur at uniform, regular intervals. We show that it is decidable whether a given game presents recurring certainty, and that, if so, the problem of synthesising coordination strategies under w-regular winning conditions is solvable.

cs.LO

Alpaga: A Tool for Solving Parity Games with Imperfect Information

Alpaga is a solver for two-player parity games with imperfect information. Given the description of a game, it determines whether the first player can ensure to win and, if so, it constructs a winning strategy. The tool provides a symbolic implementation of a recent algorithm based on antichains.

cs.GT