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Laurent Doyen

Publications and source records attributed to Laurent Doyen.

At least 19 recordsLinked to original sources

Algorithm and Strategy Construction for Sure-Almost-Sure Stochastic Parity Games

We consider turn-based stochastic two-player games with a combination of a parity condition that must hold surely, that is in all possible outcomes, and of a parity condition that must hold almost-surely, that is with probability 1. The problem of deciding the existence of a winning strategy in such games is central in the framework of synthesis beyond worst-case where a hard requirement that must hold surely is combined with a softer requirement. Recent works showed that the problem is coNP-complete, and infinite-memory strategies are necessary in general, even in one-player games (i.e., Markov decision processes). However, memoryless strategies are sufficient for the opponent player. Despite these comprehensive results, the known algorithmic solution enumerates all memoryless strategies of the opponent, which is exponential in all cases, and does not construct a winning strategy when one exists. We present a recursive algorithm, based on a characterisation of the winning region, that gives a deeper insight into the problem. In particular, we show how to construct a winning strategy to achieve the combination of sure and almost-sure parity, and we derive new complexity and memory bounds for special classes of the problem, defined by fixing the index of either of the two parity conditions.

cs.GT

Expectation in Stochastic Games with Prefix-independent Objectives

Stochastic two-player games model systems with an environment that is both adversarial and stochastic. In this paper, we study the expected value of bounded quantitative prefix-independent objectives in the context of stochastic games. We show a generic reduction from the expectation problem to linearly many instances of the almost-sure satisfaction problem for threshold Boolean objectives. The result follows from partitioning the vertices of the game into so-called value classes where each class consists of vertices of the same value. Our procedure further entails that the memory required by both players to play optimally for the expectation problem is no more than the memory required by the players to play optimally for the almost-sure satisfaction problem for a corresponding threshold Boolean objective. We show the applicability of the framework to compute the expected window mean-payoff measure in stochastic games. The window mean-payoff measure strengthens the classical mean-payoff measure by computing the mean payoff over windows of bounded length that slide along an infinite path. We show that the decision problem to check if the expected window mean-payoff value is at least a given threshold is in UP $\cap$ coUP when the window length is given in unary.

cs.GT

Stochastic Window Mean-Payoff Games

Stochastic two-player games model systems with an environment that is both adversarial and stochastic. The adversarial part of the environment is modeled by a player (Player 2) who tries to prevent the system (Player 1) from achieving its objective. We consider finitary versions of the traditional mean-payoff objective, replacing the long-run average of the payoffs by payoff average computed over a finite sliding window. Two variants have been considered: in one variant, the maximum window length is fixed and given, while in the other, it is not fixed but is required to be bounded. For both variants, we present complexity bounds and algorithmic solutions for computing strategies for Player 1 to ensure that the objective is satisfied with positive probability, with probability 1, or with probability at least $p$, regardless of the strategy of Player 2. The solution crucially relies on a reduction to the special case of non-stochastic two-player games. We give a general characterization of prefix-independent objectives for which this reduction holds. The memory requirement for both players in stochastic games is also the same as in non-stochastic games by our reduction. Moreover, for non-stochastic games, we improve upon the upper bound for the memory requirement of Player 1 and upon the lower bound for the memory requirement of Player 2.

cs.GT

The Value Problem for Multiple-Environment MDPs with Parity Objective

We consider multiple-environment Markov decision processes (MEMDP), which consist of a finite set of MDPs over the same state space, representing different scenarios of transition structure and probability. The value of a strategy is the probability to satisfy the objective, here a parity objective, in the worst-case scenario, and the value of an MEMDP is the supremum of the values achievable by a strategy. We show that deciding whether the value is 1 is a PSPACE-complete problem, and even in P when the number of environments is fixed, along with new insights to the almost-sure winning problem, which is to decide if there exists a strategy with value 1. Pure strategies are sufficient for theses problems, whereas randomization is necessary in general when the value is smaller than 1. We present an algorithm to approximate the value, running in double exponential space. Our results are in contrast to the related model of partially-observable MDPs where all these problems are known to be undecidable.

cs.LO

Stochastic Processes with Expected Stopping Time

Markov chains are the de facto finite-state model for stochastic dynamical systems, and Markov decision processes (MDPs) extend Markov chains by incorporating non-deterministic behaviors. Given an MDP and rewards on states, a classical optimization criterion is the maximal expected total reward where the MDP stops after T steps, which can be computed by a simple dynamic programming algorithm. We consider a natural generalization of the problem where the stopping times can be chosen according to a probability distribution, such that the expected stopping time is T, to optimize the expected total reward. Quite surprisingly we establish inter-reducibility of the expected stopping-time problem for Markov chains with the Positivity problem (which is related to the well-known Skolem problem), for which establishing either decidability or undecidability would be a major breakthrough. Given the hardness of the exact problem, we consider the approximate version of the problem: we show that it can be solved in exponential time for Markov chains and in exponential space for MDPs.

cs.LO

Regular Games with Imperfect Information Are Not That Regular

We consider two-player games with imperfect information and the synthesis of a randomized strategy for one player that ensures the objective is satisfied almost-surely (i.e., with probability 1), regardless of the strategy of the other player. Imperfect information is modeled by an indistinguishability relation describing the pairs of histories that the first player cannot distinguish, a generalization of the traditional model with partial observations. The game is regular if it admits a regular function whose kernel commutes with the indistinguishability relation. The synthesis of pure strategies that ensure all possible outcomes satisfy the objective is possible in regular games, by a generic reduction that holds for all objectives. While the solution for pure strategies extends to randomized strategies in the traditional model with partial observations (which is always regular), we show that a similar reduction does not exist in the more general model. Despite that, we show that in regular games with Buechi objectives the synthesis problem is decidable for randomized strategies that ensure the outcome satisfies the objective almost-surely.

cs.GT

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

Bounds for Synchronizing Markov Decision Processes

We consider Markov decision processes with synchronizing objectives, which require that a probability mass of $1-ε$ accumulates in a designated set of target states, either once, always, infinitely often, or always from some point on, where $ε= 0$ for sure synchronizing, and $ε\to 0$ for almost-sure and limit-sure synchronizing. We introduce two new qualitative modes of synchronizing, where the probability mass should be either positive, or bounded away from $0$. They can be viewed as dual synchronizing objectives. We present algorithms and tight complexity results for the problem of deciding if a Markov decision process is positive, or bounded synchronizing, and we provide explicit bounds on $ε$ in all synchronizing modes. In particular, we show that deciding positive and bounded synchronizing always from some point on, is coNP-complete.

cs.LO

Stochastic Games with Synchronizing Objectives

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).

cs.GT

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

The Complexity of Synchronizing Markov Decision Processes

We consider Markov decision processes (MDP) as generators of sequences of probability distributions over states. A probability distribution is p-synchronizing if the probability mass is at least p in a single state, or in a given set of states. We consider four temporal synchronizing modes: a sequence of probability distributions is always p-synchronizing, eventually p-synchronizing, weakly p-synchronizing, or strongly p-synchronizing if, respectively, all, some, infinitely many, or all but finitely many distributions in the sequence are p-synchronizing. For each synchronizing mode, an MDP can be (i) sure winning if there is a strategy that produces a 1-synchronizing sequence; (ii) almost-sure winning if there is a strategy that produces a sequence that is, for all epsilon > 0, a (1-epsilon)-synchronizing sequence; (iii) limit-sure winning if for all epsilon > 0, there is a strategy that produces a (1-epsilon)-synchronizing sequence. We provide fundamental results on the expressiveness, decidability, and complexity of synchronizing properties for MDPs. For each synchronizing mode, we consider the problem of deciding whether an MDP is sure, almost-sure, or limit-sure winning, and we establish matching upper and lower complexity bounds of the problems: for all winning modes, we show that the problems are PSPACE-complete for eventually and weakly synchronizing, and PTIME-complete for always and strongly synchronizing. We establish the memory requirement for winning strategies, and we show that all winning modes coincide for always synchronizing, and that the almost-sure and limit-sure winning modes coincide for weakly and strongly synchronizing.

cs.FL

Graph Planning with Expected Finite Horizon

Graph planning gives rise to fundamental algorithmic questions such as shortest path, traveling salesman problem, etc. A classical problem in discrete planning is to consider a weighted graph and construct a path that maximizes the sum of weights for a given time horizon $T$. However, in many scenarios, the time horizon is not fixed, but the stopping time is chosen according to some distribution such that the expected stopping time is $T$. If the stopping time distribution is not known, then to ensure robustness, the distribution is chosen by an adversary, to represent the worst-case scenario. A stationary plan for every vertex always chooses the same outgoing edge. For fixed horizon or fixed stopping-time distribution, stationary plans are not sufficient for optimality. Quite surprisingly we show that when an adversary chooses the stopping-time distribution with expected stopping time $T$, then stationary plans are sufficient. While computing optimal stationary plans for fixed horizon is NP-complete, we show that computing optimal stationary plans under adversarial stopping-time distribution can be achieved in polynomial time. Consequently, our polynomial-time algorithm for adversarial stopping time also computes an optimal plan among all possible plans.

cs.AI

Computation Tree Logic for Synchronization Properties

We present a logic that extends CTL (Computation Tree Logic) with operators that express synchronization properties. A property is synchronized in a system if it holds in all paths of a certain length. The new logic is obtained by using the same path quantifiers and temporal operators as in CTL, but allowing a different order of the quantifiers. This small syntactic variation induces a logic that can express non-regular properties for which known extensions of MSO with equality of path length are undecidable. We show that our variant of CTL is decidable and that the model-checking problem is in Delta_3^P = P^{NP^NP}, and is DP-hard. We analogously consider quantifier exchange in extensions of CTL, and we present operators defined using basic operators of CTL* that express the occurrence of infinitely many synchronization points. We show that the model-checking problem remains in Delta_3^P. The distinguishing power of CTL and of our new logic coincide if the Next operator is allowed in the logics, thus the classical bisimulation quotient can be used for state-space reduction before model checking.

cs.LO

Perfect-Information Stochastic Games with Generalized Mean-Payoff Objectives

Graph games provide the foundation for modeling and synthesizing reactive processes. In the synthesis of stochastic reactive processes, the traditional model is perfect-information stochastic games, where some transitions of the game graph are controlled by two adversarial players, and the other transitions are executed probabilistically. We consider such games where the objective is the conjunction of several quantitative objectives (specified as mean-payoff conditions), which we refer to as generalized mean-payoff objectives. The basic decision problem asks for the existence of a finite-memory strategy for a player that ensures the generalized mean-payoff objective be satisfied with a desired probability against all strategies of the opponent. A special case of the decision problem is the almost-sure problem where the desired probability is 1. Previous results presented a semi-decision procedure for epsilon-approximations of the almost-sure problem. In this work, we show that both the almost-sure problem as well as the general basic decision problem are coNP-complete, significantly improving the previous results. Moreover, we show that in the case of 1-player stochastic games, randomized memoryless strategies are sufficient and the problem can be solved in polynomial time. In contrast, in two-player stochastic games, we show that even with randomized strategies exponential memory is required in general, and present a matching exponential upper bound. We also study the basic decision problem with infinite-memory strategies and present computational complexity results for the problem. Our results are relevant in the synthesis of stochastic reactive systems with multiple quantitative requirements.

cs.LO

The Complexity of Synthesis from Probabilistic Components

The synthesis problem asks for the automatic construction of a system from its specification. In the traditional setting, the system is "constructed from scratch" rather than composed from reusable components. However, this is rare in practice, and almost every non-trivial software system relies heavily on the use of libraries of reusable components. Recently, Lustig and Vardi introduced dataflow and controlflow synthesis from libraries of reusable components. They proved that dataflow synthesis is undecidable, while controlflow synthesis is decidable. The problem of controlflow synthesis from libraries of probabilistic components was considered by Nain, Lustig and Vardi, and was shown to be decidable for qualitative analysis (that asks that the specification be satisfied with probability 1). Our main contributions for controlflow synthesis from probabilistic components are to establish better complexity bounds for the qualitative analysis problem, and to show that the more general quantitative problem is undecidable. For the qualitative analysis, we show that the problem (i) is EXPTIME-complete when the specification is given as a deterministic parity word automaton, improving the previously known 2EXPTIME upper bound; and (ii) belongs to UP $\cap$ coUP and is parity-games hard, when the specification is given directly as a parity condition on the components, improving the previously known EXPTIME upper bound.

cs.LO

Looking at Mean-Payoff and Total-Payoff through Windows

We consider two-player games played on weighted directed graphs with mean-payoff and total-payoff objectives, two classical quantitative objectives. While for single-dimensional games the complexity and memory bounds for both objectives coincide, we show that in contrast to multi-dimensional mean-payoff games that are known to be coNP-complete, multi-dimensional total-payoff games are undecidable. We introduce conservative approximations of these objectives, where the payoff is considered over a local finite window sliding along a play, instead of the whole play. For single dimension, we show that (i) if the window size is polynomial, deciding the winner takes polynomial time, and (ii) the existence of a bounded window can be decided in NP $\cap$ coNP, and is at least as hard as solving mean-payoff games. For multiple dimensions, we show that (i) the problem with fixed window size is EXPTIME-complete, and (ii) there is no primitive-recursive algorithm to decide the existence of a bounded window.

cs.GT

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

Robust Synchronization in Markov Decision Processes

We consider synchronizing properties of Markov decision processes (MDP), viewed as generators of sequences of probability distributions over states. A probability distribution is p-synchronizing if the probability mass is at least p in some state, and a sequence of probability distributions is weakly p-synchronizing, or strongly p-synchronizing if respectively infinitely many, or all but finitely many distributions in the sequence are p-synchronizing. For each synchronizing mode, an MDP can be (i) sure winning if there is a strategy that produces a 1-synchronizing sequence; (ii) almost-sure winning if there is a strategy that produces a sequence that is, for all ε > 0, a (1-ε)-synchronizing sequence; (iii) limit-sure winning if for all ε > 0, there is a strategy that produces a (1-ε)-synchronizing sequence. For each synchronizing and winning mode, we consider the problem of deciding whether an MDP is winning, and we establish matching upper and lower complexity bounds of the problems, as well as the optimal memory requirement for winning strategies: (a) for all winning modes, we show that the problems are PSPACE-complete for weakly synchronizing, and PTIME-complete for strongly synchronizing; (b) we show that for weakly synchronizing, exponential memory is sufficient and may be necessary for sure winning, and infinite memory is necessary for almost-sure winning; for strongly synchronizing, linear-size memory is sufficient and may be necessary in all modes; (c) we show a robustness result that the almost-sure and limit-sure winning modes coincide for both weakly and strongly synchronizing.

cs.LO