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A lattice theory for solving games of imperfect information

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TLDR
In this article, a fixed point theory is proposed to solve games of imperfect information, which is defined on the lattice of antichains of sets of states and does not involve determinization.
Abstract
In this paper, we propose a fixed point theory to solve games of imperfect information. The fixed point theory is defined on the lattice of antichains of sets of states. Contrary to the classical solution proposed by Reif [Rei84], our new solution does not involve determinization. As a consequence, it is readily applicable to classes of systems that do not admit determinization. Notable examples of such systems are timed and hybrid automata. As an application, we show that the discrete control problem for games of imperfect information defined by rectangular automata is decidable. This result extends a result by Henzinger and Kopke in [HK99].

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Journal ArticleDOI

Algorithms for Omega-Regular Games with Imperfect Information

TL;DR: An algorithm for computing the set of states from which a player can win with probability 1 with a randomized observation-based strategy for a Buechi objective is given and it is shown that these algorithms are optimal by proving matching lower bounds.
Book ChapterDOI

Antichains: a new algorithm for checking universality of finite automata

TL;DR: A new algorithm for checking the universality of nondeterministic finite automata, which computes the least fixed point of a monotone function on the lattice of antichains of state sets and evaluates the performance of this algorithm experimentally using the random automaton model recently proposed by Tabakov and Vardi.
Book ChapterDOI

Algorithms for omega-regular games with imperfect information

TL;DR: A fixed-point algorithm for computing the set of states from which a player can win with a deterministic observation-based strategy for any omega-regular objective is given and it is shown that these algorithms are optimal by proving matching lower bounds.
Book ChapterDOI

Qualitative analysis of partially-observable Markov decision processes

TL;DR: This work presents a complete picture of the computational complexity of the qualitative analysis problem for POMDPs with parity objectives and its subclasses: safety, reachability, Buchi, and coBuchi objectives and establishes several upper and lower bounds that were not known in the literature.
Journal ArticleDOI

Partial-Observation Stochastic Games: How to Win when Belief Fails

TL;DR: In this paper, the authors consider reachability objectives where the first player tries to ensure a target state to be visited almost-surely or positively (i.e., with probability 1) or positively, no matter the strategy of the second player.
References
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Journal ArticleDOI

A theory of timed automata

TL;DR: Alur et al. as discussed by the authors proposed timed automata to model the behavior of real-time systems over time, and showed that the universality problem and the language inclusion problem are solvable only for the deterministic automata: both problems are undecidable (II i-hard) in the non-deterministic case and PSPACE-complete in deterministic case.
Proceedings ArticleDOI

Abstract interpretation: a unified lattice model for static analysis of programs by construction or approximation of fixpoints

TL;DR: In this paper, the abstract interpretation of programs is used to describe computations in another universe of abstract objects, so that the results of abstract execution give some information on the actual computations.
Journal ArticleDOI

The algorithmic analysis of hybrid systems

TL;DR: A general framework for the formal specification and algorithmic analysis of hybrid systems is presented, which considers symbolic model-checking and minimization procedures that are based on the reachability analysis of an infinite state space.
Journal ArticleDOI

Alternating-time temporal logic

TL;DR: This work introduces a third, more general variety of temporal logic: alternating-time temporal logic, which offers selective quantification over those paths that are possible outcomes of games, such as the game in which the system and the environment alternate moves.
Proceedings ArticleDOI

Alternating-time temporal logic

TL;DR: This work introduces a third, more general variety of temporal logic: alternating-time temporal logic offers selective quantification over those paths that are possible outcomes of games, such as the game in which the system and the environment alternate moves.