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Raimundo Saona

Publications and source records attributed to Raimundo Saona.

15 recordsLinked to original sources

Approximating the Uniform Value in Hidden Stochastic Games with Doeblin Condition

We study \emph{zero-sum two-player hidden stochastic games}, where players receive partial observations of the state. We focus on a central solution concept for analyzing long-duration stochastic games: the \emph{uniform value}, a limiting average payoff that both players can guarantee for sufficiently long durations. In the general case, prior work provides examples of games that do not have a uniform value. Moreover, for the subclass of games that do have a uniform value, there exists no algorithm that approximates it. Therefore, we generalize the \emph{Doeblin condition} for Markov chains (which guarantees the existence of a unique invariant measure) to hidden stochastic games. Informally, the Doeblin condition for hidden stochastic games requires that, for every way to play the game, there exists a fixed belief such that, no matter the initial belief over the state of the game, after sufficiently many stages, the posterior belief is probably close to this fixed belief. Under the Doeblin condition, we prove the existence of the uniform value, provide an algorithm to approximate it, and prove that no algorithm can compute it exactly. Then, we identify structural conditions on the transition function that ensure the Doeblin condition holds both in the blind setting, where observations are uninformative, and in the hidden setting, where observations are partially informative. When considering games with only one player, namely partially observable Markov decision processes, our results provide a novel subclass in which the uniform value exists and can be approximated, but cannot be computed exactly

math.OC

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

Value Iteration with Guessing for Markov Chains and Markov Decision Processes

Two standard models for probabilistic systems are Markov chains (MCs) and Markov decision processes (MDPs). Classic objectives for such probabilistic models for control and planning problems are reachability and stochastic shortest path. The widely studied algorithmic approach for these problems is the Value Iteration (VI) algorithm which iteratively applies local updates called Bellman updates. There are many practical approaches for VI in the literature but they all require exponentially many Bellman updates for MCs in the worst case. A preprocessing step is an algorithm that is discrete, graph-theoretical, and requires linear space. An important open question is whether, after a polynomial-time preprocessing, VI can be achieved with sub-exponentially many Bellman updates. In this work, we present a new approach for VI based on guessing values. Our theoretical contributions are twofold. First, for MCs, we present an almost-linear-time preprocessing algorithm after which, along with guessing values, VI requires only subexponentially many Bellman updates. Second, we present an improved analysis of the speed of convergence of VI for MDPs. Finally, we present a practical algorithm for MDPs based on our new approach. Experimental results show that our approach provides a considerable improvement over existing VI-based approaches on several benchmark examples from the literature.

cs.AI

Linear Equations with Min and Max Operators: Computational Complexity

We consider a class of optimization problems defined by a system of linear equations with min and max operators. This class of optimization problems has been studied under restrictive conditions, such as, (C1) the halting or stability condition; (C2) the non-negative coefficients condition; (C3) the sum up to 1 condition; and (C4) the only min or only max oerator condition. Several seminal results in the literature focus on special cases. For example, turn-based stochastic games correspond to conditions C2 and C3; and Markov decision process to conditions C2, C3, and C4. However, the systematic computational complexity study of all the cases has not been explored, which we address in this work. Some highlights of our results are: with conditions C2 and C4, and with conditions C3 and C4, the problem is NP-complete, whereas with condition C1 only, the problem is in UP intersects coUP. Finally, we establish the computational complexity of the decision problem of checking the respective conditions.

cs.CC

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

IID Prophet Inequality with Random Horizon: Going Beyond Increasing Hazard Rates

Prophet inequalities are a central object of study in optimal stopping theory. In the iid model, a gambler sees values in an online fashion, sampled independently from a given distribution. Upon observing each value, the gambler either accepts it as a reward or irrevocably rejects it and proceeds to observe the next value. The goal of the gambler, who cannot see the future, is maximising the expected value of the reward while competing against the expectation of a prophet (the offline maximum). In other words, one seeks to maximise the gambler-to-prophet ratio of the expectations. This model has been studied with infinite, finite and unknown number of values. When the gambler faces a random number of values, the model is said to have random horizon. We consider the model in which the gambler is given a priori knowledge of the horizon's distribution. Alijani et al. (2020) designed a single-threshold algorithm achieving a ratio of $1/2$ when the random horizon has an increasing hazard rate and is independent of the values. We prove that with a single threshold, a ratio of $1/2$ is actually achievable for several larger classes of horizon distributions, with the largest being known as the $\mathcal{G}$ class in reliability theory. Moreover, we show that this does not extend to its dual, the $\overline{\mathcal{G}}$ class (which includes the decreasing hazard rate class), while it can be extended to low-variance horizons. Finally, we construct the first example of a family of horizons, for which multiple thresholds are necessary to achieve a nonzero ratio. We establish that the Secretary Problem optimal stopping rule provides one such algorithm, paving the way towards the study of the model beyond single-threshold algorithms.

cs.DS

Stochastic Homogenization of HJ Equations: a Differential Game Approach

We prove stochastic homogenization for a class of non-convex and non-coercive first-order Hamilton-Jacobi equations in a finite-range-dependence environment for Hamiltonians that can be expressed by a max-min formula. Exploiting the representation of solutions as value functions of differential games, we develop a game-theoretic approach to homogenization. We furthermore extend this result to a class of Lipschitz Hamiltonians that need not admit a global max-min representation. Our methods allow us to get a quantitative convergence rate for solutions with linear initial data toward the corresponding ones of the effective limit problem.

math.AP

Uniform Value and Decidability in Ergodic Blind Stochastic Games

We study a class of two-player zero-sum stochastic games known as \textit{blind stochastic games}, where players neither observe the state nor receive any information about it during the game. A central concept for analyzing long-duration stochastic games is the \textit{uniform value}. A game has a uniform value $v$ if for every $\varepsilon>0$, Player 1 (resp., Player 2) has a strategy such that, for all sufficiently large $n$, his average payoff over $n$ stages is at least $v-\varepsilon$ (resp., at most $v+\varepsilon$). Prior work has shown that the uniform value may not exist in general blind stochastic games. To address this, we introduce a subclass called \textit{ergodic blind stochastic games}, defined by imposing an ergodicity condition on the state transitions. For this subclass, we prove the existence of the uniform value and provide an algorithm to approximate it, establishing the \textit{decidability} of the approximation problem. Notably, this decidability result is novel even in the single-player setting of Partially Observable Markov Decision Processes (POMDPs). Furthermore, we show that no algorithm can compute the uniform value exactly, emphasizing the tightness of our result. Finally, we establish that the uniform value is independent of the initial belief.

math.OC

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

Zero-sum Random Games on Directed Graphs

This paper considers a class of two-player zero-sum games on directed graphs whose vertices are equipped with random payoffs of bounded support known by both players. Starting from a fixed vertex, players take turns to move a token along the edges of the graph. On the one hand, for acyclic directed graphs of bounded degree and sub-exponential expansion, we show that the value of the game converges almost surely to a constant at an exponential rate dominated in terms of the expansion. On the other hand, for the infinite $d$-ary tree that does not fall into the previous class of graphs, we show convergence at a double-exponential rate in terms of the expansion.

math.OC

Prophet Inequalities: Separating Random Order from Order Selection

Prophet inequalities are a central object of study in optimal stopping theory. A gambler is sent values in an online fashion, sampled from an instance of independent distributions, in an adversarial, random or selected order, depending on the model. When observing each value, the gambler either accepts it as a reward or irrevocably rejects it and proceeds to observe the next value. The goal of the gambler, who cannot see the future, is maximising the expected value of the reward while competing against the expectation of a prophet (the offline maximum). In other words, one seeks to maximise the gambler-to-prophet ratio of the expectations. The model, in which the gambler selects the arrival order first, and then observes the values, is known as Order Selection. In this model a ratio of $0.7251$ is attainable for any instance. Recently, this has been improved up to $0.7258$ by Bubna and Chiplunkar (2023). If the gambler chooses the arrival order (uniformly) at random, we obtain the Random Order model. The worst case ratio over all possible instances has been extensively studied for at least $40$ years. In a computer-assisted proof, Bubna and Chiplunkar (2023) also showed that this ratio is at most $0.7254$ for the Random Order model, thus establishing for the first time that carefully choosing the order, instead of simply taking it at random, benefits the gambler. We give an alternative, non-simulation-assisted proof of this fact, by showing mathematically that in the Random Order model, no algorithm can achieve a ratio larger than $0.7235$. This sets a new state-of-the-art hardness for this model, and establishes more formally that there is a real benefit in choosing the order.

cs.DS

Repeated Prophet Inequality with Near-optimal Bounds

In modern sample-driven Prophet Inequality, an adversary chooses a sequence of $n$ items with values $v_1, v_2, \ldots, v_n$ to be presented to a decision maker (DM). The process follows in two phases. In the first phase (sampling phase), some items, possibly selected at random, are revealed to the DM, but she can never accept them. In the second phase, the DM is presented with the other items in a random order and online fashion. For each item, she must make an irrevocable decision to either accept the item and stop the process or reject the item forever and proceed to the next item. The goal of the DM is to maximize the expected value as compared to a Prophet (or offline algorithm) that has access to all information. In this setting, the sampling phase has no cost and is not part of the optimization process. However, in many scenarios, the samples are obtained as part of the decision-making process. We model this aspect as a two-phase Prophet Inequality where an adversary chooses a sequence of $2n$ items with values $v_1, v_2, \ldots, v_{2n}$ and the items are randomly ordered. Finally, there are two phases of the Prophet Inequality problem with the first $n$-items and the rest of the items, respectively. We show that some basic algorithms achieve a ratio of at most $0.450$. We present an algorithm that achieves a ratio of at least $0.495$. Finally, we show that for every algorithm the ratio it can achieve is at most $0.502$. Hence our algorithm is near-optimal.

math.OC

Finite-Memory Strategies in POMDPs with Long-Run Average Objectives

Partially observable Markov decision processes (POMDPs) are standard models for dynamic systems with probabilistic and nondeterministic behaviour in uncertain environments. We prove that in POMDPs with long-run average objective, the decision maker has approximately optimal strategies with finite memory. This implies notably that approximating the long-run value is recursively enumerable, as well as a weak continuity property of the value with respect to the transition function.

cs.GT

Prophet Secretary Through Blind Strategies

In the classic prophet inequality, samples from independent random variables arrive online. A gambler that knows the distributions must decide at each point in time whether to stop and pick the current sample or to continue and lose that sample forever. The goal of the gambler is to maximize the expected value of what she picks and the performance measure is the worst case ratio between the expected value the gambler gets and what a prophet, that sees all the realizations in advance, gets. In the late seventies, Krengel and Sucheston, and Gairing (1977) established that this worst case ratio is a universal constant equal to 1/2. In the last decade prophet inequalities has resurged as an important problem due to its connections to posted price mechanisms, frequently used in online sales. A very interesting variant is the Prophet Secretary problem, in which the only difference is that the samples arrive in a uniformly random order. For this variant several algorithms achieve a constant of 1-1/e and very recently this barrier was slightly improved. This paper analyzes strategies that set a nonincreasing sequence of thresholds to be applied at different times. The gambler stops the first time a sample surpasses the corresponding threshold. Specifically we consider a class of strategies called blind quantile strategies. They consist in fixing a function which is used to define a sequence of thresholds once the instance is revealed. Our main result shows that they can achieve a constant of 0.665, improving upon the best known result of Azar et al. (2018), and on Beyhaghi et al. (2018) (order selection). Our proof analyzes precisely the underlying stopping time distribution, relying on Schur-convexity theory. We further prove that blind strategies cannot achieve better than 0.675. Finally we prove that no algorithm for the gambler can achieve better than 0.732.

cs.DS