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Showing papers by "Jean-François Raskin published in 2021"


Journal ArticleDOI
TL;DR: A fine-grained analysis of a fixpoint algorithm that computes the set of possible payoff profiles underlying weak SPEs and shows that the constrained existence problem is fixed parameter tractable and is polynomial when the number of players is fixed.
Abstract: We study multiplayer turn-based games played on a finite directed graph such that each player aims at satisfying an ω-regular Boolean objective. Instead of the well-known notions of Nash equilibrium (NE) and subgame perfect equilibrium (SPE), we focus on the recent notion of weak subgame perfect equilibrium (weak SPE), a refinement of SPE. In this setting, players who deviate can only use the subclass of strategies that differ from the original one on a finite number of histories. We are interested in the constrained existence problem for weak SPEs. We provide a complete characterization of the computational complexity of this problem: it is P-complete for Explicit Muller objectives, NP-complete for Co-Buchi, Parity, Muller, Rabin, and Streett objectives, and PSPACE-complete for Reachability and Safety objectives (we only prove NP-membership for Buchi objectives). We also show that the constrained existence problem is fixed parameter tractable and is polynomial when the number of players is fixed. All these results are based on a fine-grained analysis of a fixpoint algorithm that computes the set of possible payoff profiles underlying weak SPEs.

3 citations


Posted Content
TL;DR: In this paper, the authors provide an effective characterization of all the subgame-perfect equilibria in infinite duration games played on finite graphs with mean-payoff objectives, and prove the decidability of the SPE constrained existence problem.
Abstract: In this paper, we provide an effective characterization of all the subgame-perfect equilibria in infinite duration games played on finite graphs with mean-payoff objectives. To this end, we introduce the notion of requirement, and the notion of negotiation function. We establish that the plays that are supported by SPEs are exactly those that are consistent with the least fixed point of the negotiation function. Finally, we show that the negotiation function is piecewise linear, and can be analyzed using the linear algebraic tool box. As a corollary, we prove the decidability of the SPE constrained existence problem, whose status was left open in the literature.

2 citations


Book ChapterDOI
23 Aug 2021
TL;DR: In this paper, a combination of synthesis, model-based learning, and online sampling techniques is used to obtain safe and near-optimal schedulers for a preemptible task scheduling problem.
Abstract: In this paper, we investigate the combination of synthesis, model-based learning, and online sampling techniques to obtain safe and near-optimal schedulers for a preemptible task scheduling problem. Our algorithms can handle Markov decision processes (MDPs) that have \(10^{20}\) states and beyond which cannot be handled with state-of-the art probabilistic model-checkers. We provide probably approximately correct (PAC) guarantees for learning the model. Additionally, we extend Monte-Carlo tree search with advice, computed using safety games or obtained using the earliest-deadline-first scheduler, to safely explore the learned model online. Finally, we implemented and compared our algorithms empirically against shielded deep Q-learning on large task systems.

1 citations


Book ChapterDOI
16 Aug 2021
TL;DR: In this article, the authors consider the problem of active learning of subsequential string transducers, where a regular overapproximation of the target domain is known by the student, and show that there exists an algorithm to learn subsequential transducers with a better guarantee on the required number of equivalence queries than classical active learning.
Abstract: Active learning is a setting in which a student queries a teacher, through membership and equivalence queries, in order to learn a language. Performance on these algorithms is often measured in the number of queries required to learn a target, with an emphasis on costly equivalence queries. In graybox learning, the learning process is accelerated by foreknowledge of some information on the target. Here, we consider graybox active learning of subsequential string transducers, where a regular overapproximation of the domain is known by the student. We show that there exists an algorithm to learn subsequential string transducers with a better guarantee on the required number of equivalence queries than classical active learning.

1 citations


Journal ArticleDOI
TL;DR: This work focuses on the recently introduced notion of weak subgame perfect equilibrium (weak SPE), a variant of the classical notion of SPE, where players who deviate can only use strategies deviating from their initial strategy in a finite number of histories.
Abstract: We study multi-player turn-based games played on (potentially infinite) directed graphs. An outcome is assigned to every play of the game. Each player has a preference relation on the set of outcomes which allows him to compare plays. We focus on the recently introduced notion of weak subgame perfect equilibrium (weak SPE). This is a variant of the classical notion of SPE, where players who deviate can only use strategies deviating from their initial strategy in a finite number of histories. Having an SPE in a game implies having a weak SPE but the contrary is generally false. We propose general conditions on the structure of the game graph and on the preference relations of the players that guarantee the existence of a weak SPE, that additionally is finite-memory. From this general result, we derive two large classes of games for which there always exists a weak SPE: (i) the games with a finite-range outcome function, and ( i i ) the games with a finite underlying graph and a prefix-independent outcome function. For the second class, we identify conditions on the preference relations that guarantee memoryless strategies for the weak SPE.

1 citations


Posted Content
TL;DR: In this paper, the complexity of problems related to subgame-perfect equilibria (SPEs) in infinite duration non zero-sum multiplayer games played on finite graphs with parity objectives was studied.
Abstract: We study the complexity of problems related to subgame-perfect equilibria (SPEs) in infinite duration non zero-sum multiplayer games played on finite graphs with parity objectives. We present new complexity results that close gaps in the literature. Our techniques are based on a recent characterization of SPEs in prefix-independent games that is grounded on the notions of requirements and negotiation, and according to which the plays supported by SPEs are exactly the plays consistent with the requirement that is the least fixed point of the negotiation function. The new results are as follows. First, checking that a given requirement is a fixed point of the negotiation function is an NP-complete problem. Second, we show that the SPE constrained existence problem is NP-complete, this problem was previously known to be ExpTime-easy and NP-hard. Third, the SPE constrained existence problem is fixed-parameter tractable when the number of players and of colors are parameters. Fourth, deciding whether some requirement is the least fixed point of the negotiation function is complete for the second level of the Boolean hierarchy. Finally, the SPE-verification problem -- that is, the problem of deciding whether there exists a play supported by a SPE that satisfies some LTL formula -- is PSpace-complete, this problem was known to be ExpTime-easy and PSpace-hard.

1 citations


Posted Content
TL;DR: In this article, the authors consider active learning of subsequential string transducers, where a regular overapproximation of the domain is known by the student, and show that there exists an algorithm using string equation solvers that uses this knowledge to learn subsequential transducers with a better guarantee on the required number of equivalence queries than classical active learning.
Abstract: Active learning is a setting in which a student queries a teacher, through membership and equivalence queries, in order to learn a language. Performance on these algorithms is often measured in the number of queries required to learn a target, with an emphasis on costly equivalence queries. In graybox learning, the learning process is accelerated by foreknowledge of some information on the target. Here, we consider graybox active learning of subsequential string transducers, where a regular overapproximation of the domain is known by the student. We show that there exists an algorithm using string equation solvers that uses this knowledge to learn subsequential string transducers with a better guarantee on the required number of equivalence queries than classical active learning.

Posted Content
TL;DR: In this article, the Stackelberg-Pareto synthesis problem is studied in the context of two-player games with both parity and reachability objectives, and it is shown that this problem is fixed-parameter tractable and NEXPTIME-complete.
Abstract: In this paper, we study the framework of two-player Stackelberg games played on graphs in which Player 0 announces a strategy and Player 1 responds rationally with a strategy that is an optimal response. While it is usually assumed that Player 1 has a single objective, we consider here the new setting where he has several. In this context, after responding with his strategy, Player 1 gets a payoff in the form of a vector of Booleans corresponding to his satisfied objectives. Rationality of Player 1 is encoded by the fact that his response must produce a Pareto-optimal payoff given the strategy of Player 0. We study the Stackelberg-Pareto Synthesis problem which asks whether Player 0 can announce a strategy which satisfies his objective, whatever the rational response of Player 1. For games in which objectives are either all parity or all reachability objectives, we show that this problem is fixed-parameter tractable and NEXPTIME-complete. This problem is already NP-complete in the simple case of reachability objectives and graphs that are trees.

Posted Content
TL;DR: PCTL-REBEL as discussed by the authors is a lifted model checking approach for verifying pCTL properties on relational MDPs, which exploits symmetries and reasons at an abstract relational level.
Abstract: Model checking has been developed for verifying the behaviour of systems with stochastic and non-deterministic behavior. It is used to provide guarantees about such systems. While most model checking methods focus on propositional models, various probabilistic planning and reinforcement frameworks deal with relational domains, for instance, STRIPS planning and relational Markov Decision Processes. Using propositional model checking in relational settings requires one to ground the model, which leads to the well known state explosion problem and intractability. We present pCTL-REBEL, a lifted model checking approach for verifying pCTL properties on relational MDPs. It extends REBEL, the relational Bellman update operator, which is a lifted value iteration approach for model-based relational reinforcement learning, toward relational model-checking. PCTL-REBEL is lifted, which means that rather than grounding, the model exploits symmetries and reasons at an abstract relational level. Theoretically, we show that the pCTL model checking approach is decidable for relational MDPs even for possibly infinite domains provided that the states have a bounded size. Practically, we contribute algorithms and an implementation of lifted relational model checking, and we show that the lifted approach improves the scalability of the model checking approach.