Beyond Winning Strategies: Admissible and Admissible Winning Strategies for Quantitative Reachability Games

Fuente: arXiv
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Autori principali: Muvvala, Karan, Ho, Qi Heng, Lahijanian, Morteza
Natura: Preprint
Pubblicazione: 2024
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author Muvvala, Karan
Ho, Qi Heng
Lahijanian, Morteza
author_facet Muvvala, Karan
Ho, Qi Heng
Lahijanian, Morteza
contents Classical reactive synthesis approaches aim to synthesize a reactive system that always satisfies a given specifications. These approaches often reduce to playing a two-player zero-sum game where the goal is to synthesize a winning strategy. However, in many pragmatic domains, such as robotics, a winning strategy does not always exist, yet it is desirable for the system to make an effort to satisfy its requirements instead of "giving up". To this end, this paper investigates the notion of admissible strategies, which formalize "doing-your-best", in quantitative reachability games. We show that, unlike the qualitative case, quantitative admissible strategies are history-dependent even for finite payoff functions, making synthesis a challenging task. In addition, we prove that admissible strategies always exist but may produce undesirable optimistic behaviors. To mitigate this, we propose admissible winning strategies, which enforce the best possible outcome while being admissible. We show that both strategies always exist but are not memoryless. We provide necessary and sufficient conditions for the existence of both strategies and propose synthesis algorithms. Finally, we illustrate the strategies on gridworld and robot manipulator domains.
format Preprint
id arxiv_https___arxiv_org_abs_2408_13369
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Beyond Winning Strategies: Admissible and Admissible Winning Strategies for Quantitative Reachability Games
Muvvala, Karan
Ho, Qi Heng
Lahijanian, Morteza
Computer Science and Game Theory
Formal Languages and Automata Theory
Logic in Computer Science
Robotics
D.2.4; I.2.4; I.2.9
Classical reactive synthesis approaches aim to synthesize a reactive system that always satisfies a given specifications. These approaches often reduce to playing a two-player zero-sum game where the goal is to synthesize a winning strategy. However, in many pragmatic domains, such as robotics, a winning strategy does not always exist, yet it is desirable for the system to make an effort to satisfy its requirements instead of "giving up". To this end, this paper investigates the notion of admissible strategies, which formalize "doing-your-best", in quantitative reachability games. We show that, unlike the qualitative case, quantitative admissible strategies are history-dependent even for finite payoff functions, making synthesis a challenging task. In addition, we prove that admissible strategies always exist but may produce undesirable optimistic behaviors. To mitigate this, we propose admissible winning strategies, which enforce the best possible outcome while being admissible. We show that both strategies always exist but are not memoryless. We provide necessary and sufficient conditions for the existence of both strategies and propose synthesis algorithms. Finally, we illustrate the strategies on gridworld and robot manipulator domains.
title Beyond Winning Strategies: Admissible and Admissible Winning Strategies for Quantitative Reachability Games
topic Computer Science and Game Theory
Formal Languages and Automata Theory
Logic in Computer Science
Robotics
D.2.4; I.2.4; I.2.9
url https://arxiv.org/abs/2408.13369