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Richard Mayr

Publications and source records attributed to Richard Mayr.

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Mean-Payoff-Parity and Lifting Strategies from MDPs to 2-Player Stochastic Games

We consider the strategy complexity (i.e., memory and randomization) of optimal strategies in turn-based 2-player zero-sum stochastic games. Results in [Gimbert,Kelmendi:2023] show how to lift optimal memoryless strategies for shift-invariant inverse-submixing objectives from MDPs to 2-player stochastic games with an exponential increase in the number of memory modes. We show the corresponding lower bound, i.e., the extra exponential memory is required in general, even for randomized strategies. Moreover, we solve the strategy complexity of the well-studied mean-payoff-parity objective in 2-player stochastic games. This objective is also shift-invariant inverse-submixing, but easier than the worst case for this class. In MDPs, Maximizer has optimal memoryless randomized strategies, while optimal deterministic strategies require exponential memory. However, in stochastic games, optimal randomized strategies require, at least and at most, linear memory (equal to the number of even colors). Finally, we show that a different construction for lifting memoryless (resp. finite-memory) deterministic strategies from MDPs (resp. 1-player games) to 2-player games cannot be generalized even to memoryless randomized strategies. We construct a shift-invariant objective where Max and Min each have optimal memoryless randomized strategies in all MDPs, but optimal (randomized) Max strategies still require infinite memory in deterministic 2-player games.

cs.GT

Strategy Complexity of B\"uchi and Transience Objectives in Concurrent Stochastic Games

We study 2-player zero-sum concurrent (i.e., simultaneous move) stochastic B\"uchi games and Transience games on countable graphs. Two players, Max and Min, seek respectively to maximize and minimize the probability of satisfying the game objective. The B\"uchi objective is to visit a given set of target states infinitely often. This can be seen as a special case of maximizing the expected $\limsup$ of the daily rewards, where all daily rewards are in $\{0,1\}$. The Transience objective is to visit no state infinitely often, i.e., every finite subset of the states is eventually left forever. Transience can only be met in infinite game graphs. We show that in B\"uchi games there always exist $\varepsilon$-optimal Max strategies that use just a step counter (discrete clock) plus 1 bit of public memory. This upper bound holds for all countable graphs, but it is a new result even for the special case of finite graphs. The upper bound is tight in the sense that Max strategies that use just a step counter, or just finite memory, are not sufficient even on finite game graphs. This upper bound is a consequence of a slightly stronger new result: $\varepsilon$-optimal Max strategies for the combined B\"uchi and Transience objective require just 1 bit of public memory (but cannot be memoryless). Our proof techniques also yield a closely related result, that $\varepsilon$-optimal Max strategies for the Transience objective alone can be chosen as memoryless.

cs.GT

Finite-memory Strategies for Almost-sure Energy-MeanPayoff Objectives in MDPs

We consider finite-state Markov decision processes with the combined Energy-MeanPayoff objective. The controller tries to avoid running out of energy while simultaneously attaining a strictly positive mean payoff in a second dimension. We show that finite memory suffices for almost surely winning strategies for the Energy-MeanPayoff objective. This is in contrast to the closely related Energy-Parity objective, where almost surely winning strategies require infinite memory in general. We show that exponential memory is sufficient (even for deterministic strategies) and necessary (even for randomized strategies) for almost surely winning Energy-MeanPayoff. The upper bound holds even if the strictly positive mean payoff part of the objective is generalized to multidimensional strictly positive mean payoff. Finally, it is decidable in pseudo-polynomial time whether an almost surely winning strategy exists.

cs.GT

Memoryless Strategies in Stochastic Reachability Games

We study concurrent stochastic reachability games played on finite graphs. Two players, Max and Min, seek respectively to maximize and minimize the probability of reaching a set of target states. We prove that Max has a memoryless strategy that is optimal from all states that have an optimal strategy. Our construction provides an alternative proof of this result by Bordais, Bouyer and Le Roux, and strengthens it, as we allow Max's action sets to be countably infinite.

cs.LO

Approximating the Value of Energy-Parity Objectives in Simple Stochastic Games

We consider simple stochastic games $\mathcal G$ with energy-parity objectives, a combination of quantitative rewards with a qualitative parity condition. The Maximizer tries to avoid running out of energy while simultaneously satisfying a parity condition. We present an algorithm to approximate the value of a given configuration in 2-NEXPTIME. Moreover, $\varepsilon$-optimal strategies for either player require at most $O(2EXP(|{\mathcal G}|)\cdot\log(\frac{1}{\varepsilon}))$ memory modes.

cs.GT

Strategy Complexity of Point Payoff, Mean Payoff and Total Payoff Objectives in Countable MDPs

We study countably infinite Markov decision processes (MDPs) with real-valued transition rewards. Every infinite run induces the following sequences of payoffs: 1. Point payoff (the sequence of directly seen transition rewards), 2. Mean payoff (the sequence of the sums of all rewards so far, divided by the number of steps), and 3. Total payoff (the sequence of the sums of all rewards so far). For each payoff type, the objective is to maximize the probability that the $\liminf$ is non-negative. We establish the complete picture of the strategy complexity of these objectives, i.e., how much memory is necessary and sufficient for $\varepsilon$-optimal (resp. optimal) strategies. Some cases can be won with memoryless deterministic strategies, while others require a step counter, a reward counter, or both.

cs.CC

Strategy Complexity of Limsup and Liminf Threshold Objectives in Countable MDPs, with Applications to Optimal Expected Payoffs

We study Markov decision processes (MDPs) with a countably infinite number of states. The $\limsup$ (resp. $\liminf$) threshold objective is to maximize the probability that the $\limsup$ (resp. $\liminf$) of the infinite sequence of directly seen rewards is non-negative. We establish the complete picture of the strategy complexity of these objectives, i.e., the upper and lower bounds on the memory required by $\varepsilon$-optimal (resp. optimal) strategies. We then apply these results to solve two open problems from (Sudderth, Decisions in Economics and Finance, 2020) about the strategy complexity of optimal strategies for the expected $\limsup$ (resp. $\liminf$) payoff.

math.OC

Strategy Complexity of Reachability in Countable Stochastic 2-Player Games

We study countably infinite stochastic 2-player games with reachability objectives. Our results provide a complete picture of the memory requirements of $\varepsilon$-optimal (resp. optimal) strategies. These results depend on the size of the players' action sets and on whether one requires strategies that are uniform (i.e., independent of the start state). Our main result is that $\varepsilon$-optimal (resp. optimal) Maximizer strategies require infinite memory if Minimizer is allowed infinite action sets. This lower bound holds even under very strong restrictions. Even in the special case of infinitely branching turn-based reachability games, even if all states allow an almost surely winning Maximizer strategy, strategies with a step counter plus finite private memory are still useless. Regarding uniformity, we show that for Maximizer there need not exist positional (i.e., memoryless) uniformly $\varepsilon$-optimal strategies even in the special case of finite action sets or in finitely branching turn-based games. On the other hand, in games with finite action sets, there always exists a uniformly $\varepsilon$-optimal Maximizer strategy that uses just one bit of public memory.

cs.GT

Strategy Complexity of Mean Payoff, Total Payoff and Point Payoff Objectives in Countable MDPs

We study countably infinite Markov decision processes (MDPs) with real-valued transition rewards. Every infinite run induces the following sequences of payoffs: 1. Point payoff (the sequence of directly seen transition rewards), 2. Total payoff (the sequence of the sums of all rewards so far), and 3. Mean payoff. For each payoff type, the objective is to maximize the probability that the $\liminf$ is non-negative. We establish the complete picture of the strategy complexity of these objectives, i.e., how much memory is necessary and sufficient for $\varepsilon$-optimal (resp. optimal) strategies. Some cases can be won with memoryless deterministic strategies, while others require a step counter, a reward counter, or both.

cs.AI

Transience in Countable MDPs

The Transience objective is not to visit any state infinitely often. While this is not possible in finite Markov Decision Process (MDP), it can be satisfied in countably infinite ones, e.g., if the transition graph is acyclic. We prove the following fundamental properties of Transience in countably infinite MDPs. 1. There exist uniformly $ε$-optimal MD strategies (memoryless deterministic) for Transience, even in infinitely branching MDPs. 2. Optimal strategies for Transience need not exist, even if the MDP is finitely branching. However, if an optimal strategy exists then there is also an optimal MD strategy. 3. If an MDP is universally transient (i.e., almost surely transient under all strategies) then many other objectives have a lower strategy complexity than in general MDPs. E.g., $ε$-optimal strategies for Safety and co-Büchi and optimal strategies for $\{0,1,2\}$-Parity (where they exist) can be chosen MD, even if the MDP is infinitely branching.

math.PR

Simple Stochastic Games with Almost-Sure Energy-Parity Objectives are in NP and coNP

We study stochastic games with energy-parity objectives, which combine quantitative rewards with a qualitative $ω$-regular condition: The maximizer aims to avoid running out of energy while simultaneously satisfying a parity condition. We show that the corresponding almost-sure problem, i.e., checking whether there exists a maximizer strategy that achieves the energy-parity objective with probability $1$ when starting at a given energy level $k$, is decidable and in $NP \cap coNP$. The same holds for checking if such a $k$ exists and if a given $k$ is minimal.

cs.GT

Strategy Complexity of Parity Objectives in Countable MDPs

We study countably infinite MDPs with parity objectives. Unlike in finite MDPs, optimal strategies need not exist, and may require infinite memory if they do. We provide a complete picture of the exact strategy complexity of $\varepsilon$-optimal strategies (and optimal strategies, where they exist) for all subclasses of parity objectives in the Mostowski hierarchy. Either MD-strategies, Markov strategies, or 1-bit Markov strategies are necessary and sufficient, depending on the number of colors, the branching degree of the MDP, and whether one considers $\varepsilon$-optimal or optimal strategies. In particular, 1-bit Markov strategies are necessary and sufficient for $\varepsilon$-optimal (resp. optimal) strategies for general parity objectives.

cs.LO

Büchi Objectives in Countable MDPs

We study countably infinite Markov decision processes with Büchi objectives, which ask to visit a given subset of states infinitely often. A question left open by T.P. Hill in 1979 is whether there always exist $\varepsilon$-optimal Markov strategies, i.e., strategies that base decisions only on the current state and the number of steps taken so far. We provide a negative answer to this question by constructing a non-trivial counterexample. On the other hand, we show that Markov strategies with only 1 bit of extra memory are sufficient.

math.PR

Efficient reduction of nondeterministic automata with application to language inclusion testing

We present efficient algorithms to reduce the size of nondeterministic Büchi word automata (NBA) and nondeterministic finite word automata (NFA), while retaining their languages. Additionally, we describe methods to solve PSPACE-complete automata problems like language universality, equivalence, and inclusion for much larger instances than was previously possible ($\ge 1000$ states instead of 10-100). This can be used to scale up applications of automata in formal verification tools and decision procedures for logical theories. The algorithms are based on new techniques for removing transitions (pruning) and adding transitions (saturation), as well as extensions of classic quotienting of the state space. These techniques use criteria based on combinations of backward and forward trace inclusions and simulation relations. Since trace inclusion relations are themselves PSPACE-complete, we introduce lookahead simulations as good polynomial time computable approximations thereof. Extensive experiments show that the average-case time complexity of our algorithms scales slightly above quadratically. (The space complexity is worst-case quadratic.) The size reduction of the automata depends very much on the class of instances, but our algorithm consistently reduces the size far more than all previous techniques. We tested our algorithms on NBA derived from LTL-formulae, NBA derived from mutual exclusion protocols and many classes of random NBA and NFA, and compared their performance to the well-known automata tool GOAL.

cs.FL

Model Checking Flat Freeze LTL on One-Counter Automata

Freeze LTL is a temporal logic with registers that is suitable for specifying properties of data words. In this paper we study the model checking problem for Freeze LTL on one-counter automata. This problem is known to be undecidable in general and PSPACE-complete for the special case of deterministic one-counter automata. Several years ago, Demri and Sangnier investigated the model checking problem for the flat fragment of Freeze LTL on several classes of counter automata and posed the decidability of model checking flat Freeze LTL on one-counter automata as an open problem. In this paper we resolve this problem positively, utilising a known reduction to a reachability problem on one-counter automata with parameterised equality and disequality tests. Our main technical contribution is to show decidability of the latter problem by translation to Presburger arithmetic.

cs.LO

Universal Safety for Timed Petri Nets is PSPACE-complete

A timed network consists of an arbitrary number of initially identical 1-clock timed automata, interacting via hand-shake communication. In this setting there is no unique central controller, since all automata are initially identical. We consider the universal safety problem for such controller-less timed networks, i.e., verifying that a bad event (enabling some given transition) is impossible regardless of the size of the network. This universal safety problem is dual to the existential coverability problem for timed-arc Petri nets, i.e., does there exist a number $m$ of tokens, such that starting with $m$ tokens in a given place, and none in the other places, some given transition is eventually enabled. We show that these problems are PSPACE-complete.

cs.LO

MDPs with Energy-Parity Objectives

Energy-parity objectives combine $ω$-regular with quantitative objectives of reward MDPs. The controller needs to avoid to run out of energy while satisfying a parity objective. We refute the common belief that, if an energy-parity objective holds almost-surely, then this can be realised by some finite memory strategy. We provide a surprisingly simple counterexample that only uses coBüchi conditions. We introduce the new class of bounded (energy) storage objectives that, when combined with parity objectives, preserve the finite memory property. Based on these, we show that almost-sure and limit-sure energy-parity objectives, as well as almost-sure and limit-sure storage parity objectives, are in $\mathit{NP}\cap \mathit{coNP}$ and can be solved in pseudo-polynomial time for energy-parity MDPs.

cs.LO

Parity Objectives in Countable MDPs

We study countably infinite MDPs with parity objectives, and special cases with a bounded number of colors in the Mostowski hierarchy (including reachability, safety, Buchi and co-Buchi). In finite MDPs there always exist optimal memoryless deterministic (MD) strategies for parity objectives, but this does not generally hold for countably infinite MDPs. In particular, optimal strategies need not exist. For countable infinite MDPs, we provide a complete picture of the memory requirements of optimal (resp., $ε$-optimal) strategies for all objectives in the Mostowski hierarchy. In particular, there is a strong dichotomy between two different types of objectives. For the first type, optimal strategies, if they exist, can be chosen MD, while for the second type optimal strategies require infinite memory. (I.e., for all objectives in the Mostowski hierarchy, if finite-memory randomized strategies suffice then also MD strategies suffice.) Similarly, some objectives admit $ε$-optimal MD-strategies, while for others $ε$-optimal strategies require infinite memory. Such a dichotomy also holds for the subclass of countably infinite MDPs that are finitely branching, though more objectives admit MD-strategies here.

cs.LO