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An Algorithm for Probabilistic Alternating Simulation

An Algorithm for Probabilistic Alternating Simulation. Authors: Chenyi Zhang Jun Pang Presentation: Tim Muller. University of New South Wales University of Luxembourg University of Luxembourg. Goal. Introduce games and simulations thereon.

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An Algorithm for Probabilistic Alternating Simulation

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

  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. Example run 1 2 3 Player I Player II 4 5 6 7 8 9 (5,7) (3,8) (6,9) (5,1) (4,8) (6,1) (5,7) (5,1)

  5. Probabilistic game structure • A probabilistic game structure consists of: • A finite set of states S, with an initial state s0. • A finite set of joint actions Act = ActI×ActII, • ActI is the set of actions for player I. • A labeling function L :S → 2Prop • 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 P1 holds iff there is a line of three O’s, and P2 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 P1 or P2 holds.Otherwise: • The pair s, ((n,m), (n′,m′)) maps to U(s[Oon n; Xonn′]) if n ≠ n′. • The pair s, ((n,m), (n,m′)) maps to U(s[Oon n; Xonm′], s[Oon m; Xon n]).

  7. Mixed actions • A mixed action of player I is a distribution over ActI, denoted with π ΠI. δ(s,(π1, π2))(t) = ∑ a1 ActI, a2 ActII:π1(a1)π2(a2)δ(s,(a1,a2))(t)

  8. Simulation • If A simulates B, then every move by B can be matched by A. • Probabilistic: • From R to R • Alternating: • If AI-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. t1 ⅓ ⅓ s1 ½ ⅙ t2 ⅓ ⅙ s2 ½ ⅓ t3 ⅓

  9. Probabilistic alternating I-simulation • A PA-I-simulation is a relation  S×Ssatisfying: if s t, then: • L(s) = L(t) • For all π1ΠI, there exists π1′ΠI, such that for all π2′ΠII, there exists π2ΠII, such that δ(s,(π1,π2))δ(t,(π2′, π2′)) • If s t and t s, then s and t are PA-I-simulation equivalent.

  10. Examples of PA-I-simulations PA-I-simulation equivalent! 2,7 7,2 6,1 1,6

  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]Σfor the block containing s. • Define a relation (Σ,)S×S as s (Σ,) tiff [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 (ΣB, B) that is to fine. • Keep merging blocks until (ΣB, 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 (ΣB, 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 (Σ1,1) is finer than (Σ2,2), then (Σ1,1) is stable on (Σ1,1), when for all P, Q  Σ1 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((Σ0,Id)) then(Σ,) is the largest PA-I-simulation. 2 2

  19. Polynomial run-time • CanSim can be reduced to |ActI| 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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