Proceedings 39th Annual Symposium on Foundations of Computer Science (Cat. No.98CB36280)
DOI: 10.1109/sfcs.1998.743507
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Concurrent reachability games

Abstract: We consider concurrent two-player games with reachability objectives. In such games, at each round, player 1 and player 2 independently and simultaneously choose moves, and the two choices determine the next state of the game. The objective of player 1 is to reach a set of target states; the objective of player 2 is to prevent this. These are zero-sum games, and the reachability objective is one of the most basic objectives: determining the set of states from which player 1 can win the game is a fundamental pr… Show more

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Cited by 108 publications
(172 citation statements)
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“…To our knowledge, for these games no algorithms (symbolic or not) are present in the literature. Following [7], we refer to winning with probability 1 as almost-sure winning (almost winning, for short), in contrast to sure winning with deterministic strategies. We provide a symbolic Exptime algorithm to compute the set of almost-winning states for games of imperfect information with Büchi objectives (reachability objectives can be obtained as a special case, and for safety objectives almost winning and sure winning coincide).…”
Section: Introductionmentioning
confidence: 99%
“…To our knowledge, for these games no algorithms (symbolic or not) are present in the literature. Following [7], we refer to winning with probability 1 as almost-sure winning (almost winning, for short), in contrast to sure winning with deterministic strategies. We provide a symbolic Exptime algorithm to compute the set of almost-winning states for games of imperfect information with Büchi objectives (reachability objectives can be obtained as a special case, and for safety objectives almost winning and sure winning coincide).…”
Section: Introductionmentioning
confidence: 99%
“…Second, as for the strong cyclic algorithm, we build up a strong cyclic adversarial plan incrementally from the goal states. Alternatively, the algorithm could iteratively prune a largest possible plan as the algorithm suggested in [4]. However, this approach seems less efficient and has to our knowledge never been implemented and experimentally evaluated.…”
Section: ¥ Is the Set Of State-action Pairs Computed By Functionmentioning
confidence: 99%
“…Such problems have been considered in the AI literature on multiagent systems, in particular, concerning co-operation and negotiation (e.g., [2,19,11,7,5,9]). They have also been studied in game theory and formal verification under various forms (e.g., [15,4]). …”
Section: Introductionmentioning
confidence: 99%
“…Melliès et al [1], [9], [10] have done extensive work on concurrent games on asynchronous transition systems; however, determinacy issues were not addressed. Concurrent games on graphs [3], [4] have also been studied in order to solve verification problems for open systems; such games are undetermined in the general case and as a consequence stochastic strategies are used. Of the several treatments of winning conditions in game semantics ours is close to Hyland's [6], which it can be seen as generalizing directly.…”
Section: Introductionmentioning
confidence: 99%