Javascript must be enabled to continue!
Playing Stochastically in Weighted Timed Games to Emulate Memory
View through CrossRef
Weighted timed games are two-player zero-sum games played in a timed automaton equipped with integer weights. We consider optimal reachability objectives, in which one of the players, that we call Min, wants to reach a target location while minimising the cumulated weight. While knowing if Min has a strategy to guarantee a value lower than a given threshold is known to be undecidable (with two or more clocks), several conditions, one of them being divergence, have been given to recover decidability. In such weighted timed games (like in untimed weighted games in the presence of negative weights), Min may need finite memory to play (close to) optimally. This is thus tempting to try to emulate this finite memory with other strategic capabilities. In this work, we allow the players to use stochastic decisions, both in the choice of transitions and of timing delays. We give a definition of the expected value in weighted timed games. We then show that, in divergent weighted timed games as well as in (untimed) weighted games (that we call shortest-path games in the following), the stochastic value is indeed equal to the classical (deterministic) value, thus proving that Min can guarantee the same value while only using stochastic choices, and no memory.
Centre pour la Communication Scientifique Directe (CCSD)
Title: Playing Stochastically in Weighted Timed Games to Emulate Memory
Description:
Weighted timed games are two-player zero-sum games played in a timed automaton equipped with integer weights.
We consider optimal reachability objectives, in which one of the players, that we call Min, wants to reach a target location while minimising the cumulated weight.
While knowing if Min has a strategy to guarantee a value lower than a given threshold is known to be undecidable (with two or more clocks), several conditions, one of them being divergence, have been given to recover decidability.
In such weighted timed games (like in untimed weighted games in the presence of negative weights), Min may need finite memory to play (close to) optimally.
This is thus tempting to try to emulate this finite memory with other strategic capabilities.
In this work, we allow the players to use stochastic decisions, both in the choice of transitions and of timing delays.
We give a definition of the expected value in weighted timed games.
We then show that, in divergent weighted timed games as well as in (untimed) weighted games (that we call shortest-path games in the following), the stochastic value is indeed equal to the classical (deterministic) value, thus proving that Min can guarantee the same value while only using stochastic choices, and no memory.
Related Results
Effects of Contextual Cues on False Memory: A Comparative Experimental Approach
Effects of Contextual Cues on False Memory: A Comparative Experimental Approach
Research on false memory formation using the Deese-Roediger-McDermott (DRM) paradigm has been extensively conducted in Western contexts. Yet, a significant gap remains in experimen...
Schule und Spiel – mehr als reine Wissensvermittlung
Schule und Spiel – mehr als reine Wissensvermittlung
Die öffentliche Schule Quest to learn in New York City ist eine Modell-Schule, die in ihren Lehrmethoden auf spielbasiertes Lernen, Game Design und den Game Design Prozess setzt. I...
One-Clock Priced Timed Games with Negative Weights
One-Clock Priced Timed Games with Negative Weights
Priced timed games are two-player zero-sum games played on priced timed
automata (whose locations and transitions are labeled by weights modelling the
cost of spending time in a st...
IJRP 18 Table of Contents
IJRP 18 Table of Contents
Table of contents:"Editorial: Special Issue on Foundational Approaches and the Role-Play in Games Conference"
Leland Masek, Daniel Fernández Galeote, Antonio Pomposini Tabja, Feli...
No Sudden Audio Switch – Preventing discontinuous POI audio playing in LBS
No Sudden Audio Switch – Preventing discontinuous POI audio playing in LBS
Abstract. Many LBS applications provide automatic audio playing functions for introducing POI’s. Appropriate automatic audio playing can improve users’ expressions during traveling...
Playing Pregnancy: The Ludification and Gamification of Expectant Motherhood in Smartphone Apps
Playing Pregnancy: The Ludification and Gamification of Expectant Motherhood in Smartphone Apps
IntroductionLike other forms of embodiment, pregnancy has increasingly become subject to representation and interpretation via digital technologies. Pregnancy and the unborn entity...
Optimal controller synthesis for timed systems
Optimal controller synthesis for timed systems
Weighted timed games are zero-sum games played by two players on a timed
automaton equipped with weights, where one player wants to minimise the
cumulative weight while reaching a ...
Timed Bounded Verification of Inclusion Based on Timed Bounded Discretized Language
Timed Bounded Verification of Inclusion Based on Timed Bounded Discretized Language
The inclusion problem is one of the common problems in real-time systems. The general form of this problem is undecidable; however, the time-bounded verification of inclusion probl...

