Search engine for discovering works of Art, research articles, and books related to Art and Culture
ShareThis
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.
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

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...
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...
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...
Serious games for environmental education
Serious games for environmental education
AbstractSerious games are increasingly popular in multiple fields, including education and environmental engagement. We conducted a systematic review to examine the reasons for thi...
Ethnography in Play: Didactic Games of Russian Germans
Ethnography in Play: Didactic Games of Russian Germans
This article presents the case of creating educational games with linguistic, ethnic and cultural components. Games are viewed as a means of conveying important cultural informatio...
From Timed Automata to Stochastic Hybrid Games Model Checking, Synthesis, Performance Analysis and Machine Learning
From Timed Automata to Stochastic Hybrid Games Model Checking, Synthesis, Performance Analysis and Machine Learning
This article aims at providing a concise and precise Travellers Guide, Phrase Book or Reference Manual to the timed automata modeling formalism introduced by Alur and Dill [8,9]. T...
Cultural Code
Cultural Code
How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games. Video ...
HUBUNGAN SELF-CONTROL DENGAN INTENSITAS BERMAIN GAME ONLINE PADA SISWA SMP PGRI NGORO MOJOKERTO
HUBUNGAN SELF-CONTROL DENGAN INTENSITAS BERMAIN GAME ONLINE PADA SISWA SMP PGRI NGORO MOJOKERTO
This study aims to determine the relationship  of Self-control with the intensity of playing online games in SMP PGRI Ngoro students. The intensity of playing  online games  is the...

Back to Top