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Hugo Gimbert

Publications and source records attributed to Hugo Gimbert.

At least 37 records · Page 2Linked to original sources

Two Recursively Inseparable Problems for Probabilistic Automata

This paper introduces and investigates decision problems for numberless probabilistic automata, i.e. probabilistic automata where the support of each probabilistic transitions is specified, but the exact values of the probabilities are not. A numberless probabilistic automaton can be instantiated into a probabilistic automaton by specifying the exact values of the non-zero probabilistic transitions. We show that the two following properties of numberless probabilistic automata are recursively inseparable: - all instances of the numberless automaton have value 1, - no instance of the numberless automaton has value 1.

cs.FL

On the Control of Asynchronous Automata

The decidability of the distributed version of the Ramadge and Wonham controller synthesis problem,where both the plant and the controllers are modeled as asynchronous automataand the controllers have causal memoryis a challenging open problem.There exist three classes of plants for which the existence of a correct controller with causal memory has been shown decidable: when the dependency graph of actions is series-parallel, when the processes are connectedly communicating and when the dependency graph of processes is a tree. We design a class of plants, called decomposable games, with a decidable controller synthesis problem.This provides a unified proof of the three existing decidability results as well as new examples of decidable plants.

cs.FL

Controlling a Population

We introduce a new setting where a population of agents, each modelled by a finite-state system, are controlled uniformly: the controller applies the same action to every agent. The framework is largely inspired by the control of a biological system, namely a population of yeasts, where the controller may only change the environment common to all cells. We study a synchronisation problem for such populations: no matter how individual agents react to the actions of the controller , the controller aims at driving all agents synchronously to a target state. The agents are naturally represented by a non-deterministic finite state automaton (NFA), the same for every agent, and the whole system is encoded as a 2-player game. The first player (Controller) chooses actions, and the second player (Agents) resolves non-determinism for each agent. The game with m agents is called the m-population game. This gives rise to a parameterized control problem (where control refers to 2 player games), namely the population control problem: can Controller control the m-population game for all $m $\in$ N$ whatever Agents does? In this paper, we prove that the population control problem is decidable, and it is a EXPTIME-complete problem. As far as we know, this is one of the first results on parameterized control. Our algorithm, not based on cutoff techniques, produces winning strategies which are symbolic, that is, they do not need to count precisely how the population is spread between states. We also show that if there is no winning strategy, then there is a population size M such that Controller wins the m-population game if and only if $m $\le$ M$. Surprisingly, M can be doubly exponential in the number of states of the NFA, with tight upper and lower bounds.

cs.FL

Emptiness of zero automata is decidable

Zero automata are a probabilistic extension of parity automata on infinite trees. The satisfiability of a certain probabilistic variant of mso, called tmso + zero, reduces to the emptiness problem for zero automata. We introduce a variant of zero automata called nonzero automata. We prove that for every zero automaton there is an equivalent nonzero automaton of quadratic size and the emptiness problem of nonzero automata is decidable and both in NP and in coNP. These results imply that tmso + zero has decidable satisfiability.

cs.FL

Online Reinforcement Learning for Real-Time Exploration in Continuous State and Action Markov Decision Processes

This paper presents a new method to learn online policies in continuous state, continuous action, model-free Markov decision processes, with two properties that are crucial for practical applications. First, the policies are implementable with a very low computational cost: once the policy is computed, the action corresponding to a given state is obtained in logarithmic time with respect to the number of samples used. Second, our method is versatile: it does not rely on any a priori knowledge of the structure of optimal policies. We build upon the Fitted Q-iteration algorithm which represents the $Q$-value as the average of several regression trees. Our algorithm, the Fitted Policy Forest algorithm (FPF), computes a regression forest representing the Q-value and transforms it into a single tree representing the policy, while keeping control on the size of the policy using resampling and leaf merging. We introduce an adaptation of Multi-Resolution Exploration (MRE) which is particularly suited to FPF. We assess the performance of FPF on three classical benchmarks for reinforcement learning: the "Inverted Pendulum", the "Double Integrator" and "Car on the Hill" and show that FPF equals or outperforms other algorithms, although these algorithms rely on the use of particular representations of the policies, especially chosen in order to fit each of the three problems. Finally, we exhibit that the combination of FPF and MRE allows to find nearly optimal solutions in problems where $ε$-greedy approaches would fail.

cs.AI

Pure and Stationary Optimal Strategies in Perfect-Information Stochastic Games with Global Preferences

We examine the problem of the existence of optimal deterministic stationary strategiesintwo-players antagonistic (zero-sum) perfect information stochastic games with finitely many states and actions.We show that the existenceof such strategies follows from the existence of optimal deterministic stationarystrategies for some derived one-player games.Thus we reducethe problem from two-player to one-player games (Markov decisionproblems), where usually it is much easier to tackle.The reduction is very general, it holds not only for all possible payoff mappings but alsoin more a general situations whereplayers' preferences are not expressed by payoffs.

cs.GT

Deciding Maxmin Reachability in Half-Blind Stochastic Games

Two-player, turn-based, stochastic games with reachability conditions are considered, where the maximizer has no information (he is blind) and is restricted to deterministic strategies whereas the minimizer is perfectly informed. We ask the question of whether the game has maxmin 1, in other words we ask whether for all $ε>0$ there exists a deterministic strategy for the (blind) maximizer such that against all the strategies of the minimizer, it is possible to reach the set of final states with probability larger than $1-ε$. This problem is undecidable in general, but we define a class of games, called leaktight half-blind games where the problem becomes decidable. We also show that mixed strategies in general are stronger for both players and that optimal strategies for the minimizer might require infinite-memory.

cs.GT

On values of repeated games with signals

We study the existence of different notions of value in two-person zero-sum repeated games where the state evolves and players receive signals. We provide some examples showing that the limsup value (and the uniform value) may not exist in general. Then we show the existence of the value for any Borel payoff function if the players observe a public signal including the actions played. We also prove two other positive results without assumptions on the signaling structure: the existence of the $\sup$ value in any game and the existence of the uniform value in recursive games with nonnegative payoffs.

math.OC

Deciding the value 1 problem for probabilistic leaktight automata

The value 1 problem is a decision problem for probabilistic automata over finite words: given a probabilistic automaton, are there words accepted with probability arbitrarily close to 1? This problem was proved undecidable recently; to overcome this, several classes of probabilistic automata of different nature were proposed, for which the value 1 problem has been shown decidable. In this paper, we introduce yet another class of probabilistic automata, called leaktight automata, which strictly subsumes all classes of probabilistic automata whose value 1 problem is known to be decidable. We prove that for leaktight automata, the value 1 problem is decidable (in fact, PSPACE-complete) by constructing a saturation algorithm based on the computation of a monoid abstracting the behaviours of the automaton. We rely on algebraic techniques developed by Simon to prove that this abstraction is complete. Furthermore, we adapt this saturation algorithm to decide whether an automaton is leaktight. Finally, we show a reduction allowing to extend our decidability results from finite words to infinite ones, implying that the value 1 problem for probabilistic leaktight parity automata is decidable.

cs.FL

Randomness for Free

We consider two-player zero-sum games on graphs. These games can be classified on the basis of the information of the players and on the mode of interaction between them. On the basis of information the classification is as follows: (a) partial-observation (both players have partial view of the game); (b) one-sided complete-observation (one player has complete observation); and (c) complete-observation (both players have complete view of the game). On the basis of mode of interaction we have the following classification: (a) concurrent (both players interact simultaneously); and (b) turn-based (both players interact in turn). The two sources of randomness in these games are randomness in transition function and randomness in strategies. In general, randomized strategies are more powerful than deterministic strategies, and randomness in transitions gives more general classes of games. In this work we present a complete characterization for the classes of games where randomness is not helpful in: (a) the transition function probabilistic transition can be simulated by deterministic transition); and (b) strategies (pure strategies are as powerful as randomized strategies). As consequence of our characterization we obtain new undecidability results for these games.

cs.GT

On (Subgame Perfect) Secure Equilibrium in Quantitative Reachability Games

We study turn-based quantitative multiplayer non zero-sum games played on finite graphs with reachability objectives. In such games, each player aims at reaching his own goal set of states as soon as possible. A previous work on this model showed that Nash equilibria (resp. secure equilibria) are guaranteed to exist in the multiplayer (resp. two-player) case. The existence of secure equilibria in the multiplayer case remained and is still an open problem. In this paper, we focus our study on the concept of subgame perfect equilibrium, a refinement of Nash equilibrium well-suited in the framework of games played on graphs. We also introduce the new concept of subgame perfect secure equilibrium. We prove the existence of subgame perfect equilibria (resp. subgame perfect secure equilibria) in multiplayer (resp. two-player) quantitative reachability games. Moreover, we provide an algorithm deciding the existence of secure equilibria in the multiplayer case.

cs.GT

Asynchronous Games over Tree Architectures

We consider the task of controlling in a distributed way a Zielonka asynchronous automaton. Every process of a controller has access to its causal past to determine the next set of actions it proposes to play. An action can be played only if every process controlling this action proposes to play it. We consider reachability objectives: every process should reach its set of final states. We show that this control problem is decidable for tree architectures, where every process can communicate with its parent, its children, and with the environment. The complexity of our algorithm is l-fold exponential with l being the height of the tree representing the architecture. We show that this is unavoidable by showing that even for three processes the problem is EXPTIME-complete, and that it is non-elementary in general.

cs.FL

Deciding the Value 1 Problem of Probabilistic Leaktight Automata

The value 1 problem is a decision problem for probabilistic automata over finite words: given a probabilistic automaton A, are there words accepted by A with probability arbitrarily close to 1? This problem was proved undecidable recently. We sharpen this result, showing that the undecidability result holds even if the probabilistic automata have only one probabilistic transition. Our main contribution is to introduce a new class of probabilistic automata, called leaktight automata, for which the value 1 problem is shown decidable (and PSPACE-complete). We construct an algorithm based on the computation of a monoid abstracting the behaviours of the automaton, and rely on algebraic techniques developed by Simon for the correctness proof. The class of leaktight automata is decidable in PSPACE, subsumes all subclasses of probabilistic automata whose value 1 problem is known to be decidable (in particular deterministic automata), and is closed under two natural composition operators.

cs.FL

Pushing undecidability of the isolation problem for probabilistic automata

This short note aims at proving that the isolation problem is undecidable for probabilistic automata with only one probabilistic transition. This problem is known to be undecidable for general probabilistic automata, without restriction on the number of probabilistic transitions. In this note, we develop a simulation technique that allows to simulate any probabilistic automaton with one having only one probabilistic transition.

cs.FL

Blackwell-Optimal Strategies in Priority Mean-Payoff Games

We examine perfect information stochastic mean-payoff games - a class of games containing as special sub-classes the usual mean-payoff games and parity games. We show that deterministic memoryless strategies that are optimal for discounted games with state-dependent discount factors close to 1 are optimal for priority mean-payoff games establishing a strong link between these two classes.

cs.GT

Solving Simple Stochastic Games with Few Random Vertices

Simple stochastic games are two-player zero-sum stochastic games with turn-based moves, perfect information, and reachability winning conditions. We present two new algorithms computing the values of simple stochastic games. Both of them rely on the existence of optimal permutation strategies, a class of positional strategies derived from permutations of the random vertices. The "permutation-enumeration" algorithm performs an exhaustive search among these strategies, while the "permutation-improvement" algorithm is based on successive improvements, à la Hoffman-Karp. Our algorithms improve previously known algorithms in several aspects. First they run in polynomial time when the number of random vertices is fixed, so the problem of solving simple stochastic games is fixed-parameter tractable when the parameter is the number of random vertices. Furthermore, our algorithms do not require the input game to be transformed into a stopping game. Finally, the permutation-enumeration algorithm does not use linear programming, while the permutation-improvement algorithm may run in polynomial time.

cs.GT