Expectations or Guarantees? I Want It All! A crossroad between games and MDPs

When reasoning about the strategic capabilities of an agent, it is important to consider the nature of its adversaries. In the particular context of controller synthesis for quantitative specifications, the usual problem is to devise a strategy for a reactive system which yields some desired perform...

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Main Authors: Véronique Bruyère, Emmanuel Filiot, Mickael Randour, Jean-François Raskin
Format: Article
Language:English
Published: Open Publishing Association 2014-04-01
Series:Electronic Proceedings in Theoretical Computer Science
Online Access:http://arxiv.org/pdf/1404.0834v1
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spelling doaj-532a33e24a904a4e91e8c5dfdc0810162020-11-24T22:55:07ZengOpen Publishing AssociationElectronic Proceedings in Theoretical Computer Science2075-21802014-04-01146Proc. SR 20141810.4204/EPTCS.146.1:12Expectations or Guarantees? I Want It All! A crossroad between games and MDPsVéronique Bruyère0Emmanuel Filiot1Mickael Randour2Jean-François Raskin3 Université de Mons, Belgium Université Libre de Bruxelles, Belgium Université de Mons, Belgium Université Libre de Bruxelles, Belgium When reasoning about the strategic capabilities of an agent, it is important to consider the nature of its adversaries. In the particular context of controller synthesis for quantitative specifications, the usual problem is to devise a strategy for a reactive system which yields some desired performance, taking into account the possible impact of the environment of the system. There are at least two ways to look at this environment. In the classical analysis of two-player quantitative games, the environment is purely antagonistic and the problem is to provide strict performance guarantees. In Markov decision processes, the environment is seen as purely stochastic: the aim is then to optimize the expected payoff, with no guarantee on individual outcomes. In this expository work, we report on recent results introducing the beyond worst-case synthesis problem, which is to construct strategies that guarantee some quantitative requirement in the worst-case while providing an higher expected value against a particular stochastic model of the environment given as input. This problem is relevant to produce system controllers that provide nice expected performance in the everyday situation while ensuring a strict (but relaxed) performance threshold even in the event of very bad (while unlikely) circumstances. It has been studied for both the mean-payoff and the shortest path quantitative measures.http://arxiv.org/pdf/1404.0834v1
collection DOAJ
language English
format Article
sources DOAJ
author Véronique Bruyère
Emmanuel Filiot
Mickael Randour
Jean-François Raskin
spellingShingle Véronique Bruyère
Emmanuel Filiot
Mickael Randour
Jean-François Raskin
Expectations or Guarantees? I Want It All! A crossroad between games and MDPs
Electronic Proceedings in Theoretical Computer Science
author_facet Véronique Bruyère
Emmanuel Filiot
Mickael Randour
Jean-François Raskin
author_sort Véronique Bruyère
title Expectations or Guarantees? I Want It All! A crossroad between games and MDPs
title_short Expectations or Guarantees? I Want It All! A crossroad between games and MDPs
title_full Expectations or Guarantees? I Want It All! A crossroad between games and MDPs
title_fullStr Expectations or Guarantees? I Want It All! A crossroad between games and MDPs
title_full_unstemmed Expectations or Guarantees? I Want It All! A crossroad between games and MDPs
title_sort expectations or guarantees? i want it all! a crossroad between games and mdps
publisher Open Publishing Association
series Electronic Proceedings in Theoretical Computer Science
issn 2075-2180
publishDate 2014-04-01
description When reasoning about the strategic capabilities of an agent, it is important to consider the nature of its adversaries. In the particular context of controller synthesis for quantitative specifications, the usual problem is to devise a strategy for a reactive system which yields some desired performance, taking into account the possible impact of the environment of the system. There are at least two ways to look at this environment. In the classical analysis of two-player quantitative games, the environment is purely antagonistic and the problem is to provide strict performance guarantees. In Markov decision processes, the environment is seen as purely stochastic: the aim is then to optimize the expected payoff, with no guarantee on individual outcomes. In this expository work, we report on recent results introducing the beyond worst-case synthesis problem, which is to construct strategies that guarantee some quantitative requirement in the worst-case while providing an higher expected value against a particular stochastic model of the environment given as input. This problem is relevant to produce system controllers that provide nice expected performance in the everyday situation while ensuring a strict (but relaxed) performance threshold even in the event of very bad (while unlikely) circumstances. It has been studied for both the mean-payoff and the shortest path quantitative measures.
url http://arxiv.org/pdf/1404.0834v1
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