no code implementations • 19 Feb 2021 • Patricia Bouyer, Youssouf Oualhadj, Mickael Randour, Pierre Vandenhove
Second, we show that we can reduce the study of objectives for which pure AIFM strategies suffice in two-player stochastic games to the easier study of one-player stochastic games (i. e., Markov decision processes).
Decision Making Computer Science and Game Theory Formal Languages and Automata Theory Logic in Computer Science
no code implementations • 12 Jan 2020 • Patricia Bouyer, Stéphane Le Roux, Youssouf Oualhadj, Mickael Randour, Pierre Vandenhove
In 2005, Gimbert and Zielonka provided a complete characterization of preference relations (a formal framework to model specifications and game objectives) that admit memoryless optimal strategies for both players.
Computer Science and Game Theory Formal Languages and Automata Theory Logic in Computer Science
no code implementations • 24 Oct 2019 • Florent Delgrange, Joost-Pieter Katoen, Tim Quatmann, Mickael Randour
That is, strategies that are pure (no randomization) and have bounded memory.
no code implementations • 11 Jan 2019 • Thomas Brihaye, Florent Delgrange, Youssouf Oualhadj, Mickael Randour
The window mechanism was introduced by Chatterjee et al. to strengthen classical game objectives with time bounds.
no code implementations • 17 Feb 2017 • Raphaël Berthon, Mickael Randour, Jean-François Raskin
We establish that, for all variants of this problem, deciding the existence of a strategy lies in ${\sf NP} \cap {\sf coNP}$, the same complexity class as classical parity games.