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An Algorithm for Probabilistic Alternating Simulation University of New South Wales University of Luxembourg Authors: Chenyi Zhang Jun Pang Presentation:

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Presentation on theme: "An Algorithm for Probabilistic Alternating Simulation University of New South Wales University of Luxembourg Authors: Chenyi Zhang Jun Pang Presentation:"— Presentation transcript:

1 An Algorithm for Probabilistic Alternating Simulation University of New South Wales University of Luxembourg Authors: Chenyi Zhang Jun Pang Presentation: Tim Muller

2 Goal Introduce games and simulations thereon. – Relevant simulation is PA- I -simulation. Introduce General Coarsest Partition Problem. Link between GCPP and PA- I -simulation. Solve the GCPP with polynomial algorithm. – Obtain largest probabilistic alternating simulation relation.

3 Example of a game Probabilistic simultaneous tic-tac-toe: – Similar to tic-tac-toe: Board consists of nine squares. At most one player can mark a square. Three in a row wins (vertical, horizontal or diagonal). – Turns are simultaneous. – A player picks a favorite and an alternative square: If the favorites differ, both players mark their favorite. If the favorites are the same, each player has a 50% chance of marking their favorite, the other player marks his alternative. – If there is only one square left, and there is no winner, then the game is over, and it’s a draw.

4 (5,7) (5,1) (3,8) (4,8) (6,9) (6,1) 132 465 798 (5,7) (5,1) Example run Player I Player II

5 Probabilistic game structure A probabilistic game structure consists of: – A finite set of states S, with an initial state s 0. – A finite set of joint actions Act = Act I ×Act II, Act I is the set of actions for player I. – A labeling function L :S → 2 Prop – A transition function δ : S×Act → D (S)

6 Example (ctd.) A state is a board with equal number of O’s and X’s, and squares marked at most once. – Initial state is the empty board. An action for one player is any pair (n,m), with 1 ≤ n, m ≤ 9 and n ≠ m. Predicate P 1 holds iff there is a line of three O’s, and P 2 holds iff there is a line of three X’s. The pair s, ((n,m), (n′,m′)) maps to U(s) if n, m, n′ or m′ is marked in s or if P 1 or P 2 holds. Otherwise: – The pair s, ((n,m), (n′,m′)) maps to U (s[O on n; X on n′]) if n ≠ n′. – The pair s, ((n,m), (n,m′)) maps to U (s[O on n; X on m′], s[O on m; X on n]).

7 Mixed actions A mixed action of player I is a distribution over Act I, denoted with π  Π I. δ(s,(π 1, π 2 ))(t) = ∑ a 1  Act I, a 2  Act II : π 1 (a 1 )  π 2 (a 2 )  δ(s,(a 1,a 2 ))(t)

8 Simulation If A simulates B, then every move by B can be matched by A. – Probabilistic: From R to R – Alternating: If A I -simulates B, then every move of I in B can be matched by a move of I in A, such that for every counter- move of II in A there is a counter-move of II in B. s1s1 s2s2 t1t1 t2t2 t3t3 ½ ½ ⅓ ⅓ ⅓ ⅓ ⅓ ⅙ ⅙

9 Probabilistic alternating I-simulation A PA- I -simulation is a relation   S×S satisfying: if s t, then: – L(s) = L(t) – For all π 1  Π I, there exists π 1 ′  Π I, such that for all π 2 ′  Π II, there exists π 2  Π II, such that δ(s,(π 1,π 2 )) δ(t,(π 2 ′, π 2 ′)) If s t and t s, then s and t are PA- I -simulation equivalent.

10 Examples of PA-I-simulations 7,22,71,66,1 PA-I-simulation equivalent!

11 Examples of PA-I-simulations PA- I -simulation equivalent! ?,?4,8 Tie All ties, wins and losses are PA- I -simulation equivalent.

12 General Coarsest Partition Problem We want to partition a set of states into blocks, where all states in a block are PA- I - simulation equivalent. We want to define a partial order, , such that if P  Q, then every state in Q simulates every state in P. We want to find the coarsest such partition and partial order (partition pair).

13 From GCPP to PA-I-simulation We write [s] Σ for the block containing s. Define a relation (Σ,  )  S×S as s (Σ,  ) t iff [s] Σ  [t] Σ If (Σ,  ) is the coarsest partition pair, then s (Σ,  ) t is the largest PA-I-simulation. – There is a unique coarsest partition pair.

14 Sketch of approach Start with a partition pair that is too coarse. – If s t then [s] Σ  [t] Σ Keep refining blocks in the partition pair, until nothing changes. – Make sure not to refine too much! Return the partition pair.

15 Main procedure

16 Sketch of refining blocks Input is a partition pair (Σ,  ) and a block B E. Start with a partition pair (Σ B,  B ) that is to fine. Keep merging blocks until (Σ B,  B ) stops changing: – For any pair of blocks: If a state s in A can simulate a state t in B under (Σ,  ), and vice versa, then A and B should be the same block. If a state s in A can simulate a state t in B under (Σ,  ), but not vice versa, then A  B should hold (and vice versa). Return (Σ B,  B )

17 Refinement procedure

18 Correctness Define an operator ρ on partition pairs, by letting ρ((Σ,  )) be the coarsest partition pair (Σ′,  ′), finer than (Σ,  ) that is stable on (Σ,  ). – If (Σ 1,  1 ) is finer than (Σ 2,  2 ), then (Σ 1,  1 ) is stable on (Σ 1,  1 ), when for all P, Q  Σ 1 with P  1 Q and s  P and t  Q, s (Σ,  ) t. Running Split on each block in Σ, for (Σ,  ) is equal to ρ((Σ,  )). Theorem 1: If (Σ,  ) is the fixed point of ρ((Σ 0, Id)) then (Σ,  ) is the largest PA- I -simulation. 2 2

19 Polynomial run-time CanSim can be reduced to |Act I | applications of CanFollow. CanFollow can be reduced to a linear program (Lemma 9). The foreach in split is trivially polynomial. For the while in split, note that there are at most O(number of blocks) iterations. The same argument applies to the main GCPP algorithm.

20 Example (ctd.) State space reduction: Winning strategy: Block

21 Conclusion Probabilistic game structures are a relevant (interesting) class of structures. PA-I-simulations offer reductions that help answer (some) questions about a PGS. There is a polynomial algorithm that finds the strongest PA-I-simulation.

22 Questions?


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