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68
On the Power of Randomization in Online Algorithms
- Algorithmica
, 1990
"... Against an adaptive adversary, we show that the power of randomization in online algorithms is severely limited! We prove the existence of an efficient "simulation" of randomized online algorithms by deterministic ones, which is best possible in general. The proof of the upper bound is existential. ..."
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Cited by 132 (4 self)
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Against an adaptive adversary, we show that the power of randomization in online algorithms is severely limited! We prove the existence of an efficient "simulation" of randomized online algorithms by deterministic ones, which is best possible in general. The proof of the upper bound is existential. We deal with the issue of computing the efficient deterministic algorithm, and show that this is possible in very general cases. 1 Introduction and Overview of Results Beginning with the work of Sleator and Tarjan [17], there has recently been a development of what might be called a Theory of Online Algorithms. The particular algorithmic problems analyzed in the Sleator and Tarjan paper are "list searching" and "paging", both well studied problems. But the novelty of their paper lies in a new measure of performance, later to be called the "competitive ratio", for online algorithms. This new approach, called "competitive analysis" in Karlin, Manasse, Rudolph and Sleator [11], seems to have...
A Game of Prediction with Expert Advice
- Journal of Computer and System Sciences
, 1997
"... We consider the following problem. At each point of discrete time the learner must make a prediction; he is given the predictions made by a pool of experts. Each prediction and the outcome, which is disclosed after the learner has made his prediction, determine the incurred loss. It is known that, u ..."
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Cited by 86 (6 self)
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We consider the following problem. At each point of discrete time the learner must make a prediction; he is given the predictions made by a pool of experts. Each prediction and the outcome, which is disclosed after the learner has made his prediction, determine the incurred loss. It is known that, under weak regularity, the learner can ensure that his cumulative loss never exceeds cL+ a ln n, where c and a are some constants, n is the size of the pool, and L is the cumulative loss incurred by the best expert in the pool. We find the set of those pairs (c; a) for which this is true.
Quantitative Solution of Omega-Regular Games
"... We consider two-player games played for an infinite number of rounds, with ω-regular winning conditions. The games may be concurrent, in that the players choose their moves simultaneously and independently, and probabilistic, in that the moves determine a probability distribution for the successor s ..."
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Cited by 37 (12 self)
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We consider two-player games played for an infinite number of rounds, with ω-regular winning conditions. The games may be concurrent, in that the players choose their moves simultaneously and independently, and probabilistic, in that the moves determine a probability distribution for the successor state. We introduce quantitative game µ-calculus, and we show that the maximal probability of winning such games can be expressed as the fixpoint formulas in this calculus. We develop the arguments both for deterministic and for probabilistic concurrent games; as a special case, we solve probabilistic turn-based games with ω-regular winning conditions, which was also open. We also characterize the optimality, and the memory requirements, of the winning strategies. In particular, we show that while memoryless strategies suffice for winning games with safety and reachability conditions, Büchi conditions require the use of strategies with infinite memory. The existence of optimal strategies, as opposed to ε-optimal, is only guaranteed in games with safety winning conditions.
Concurrent Reachability Games
, 2008
"... 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 objecti ..."
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Cited by 36 (18 self)
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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 problem in control theory and system verification. There are three types of winning states, according to the degree of certainty with which player 1 can reach the target. From type-1 states, player 1 has a deterministic strategy to always reach the target. From type-2 states, player 1 has a randomized strategy to reach the target with probability 1. From type-3 states, player 1 has for every real ε> 0 a randomized strategy to reach the target with probability greater than 1 − ε. We show that for finite state spaces, all three sets of winning states can be computed in polynomial time: type-1 states in linear time, and type-2 and type-3 states in quadratic time. The algorithms to compute the three sets of winning states also enable the construction of the winning and spoiling strategies.
How Much Memory is Needed to Win Infinite Games?
, 1997
"... We consider a class of infinite two-player games on finitely coloured graphs. Our main question is: given a winning condition, what is the inherent blow-up (additional memory) of the size of the I/O automata realizing winning strategies in games with this condition. This problem is relevant to synth ..."
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Cited by 30 (1 self)
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We consider a class of infinite two-player games on finitely coloured graphs. Our main question is: given a winning condition, what is the inherent blow-up (additional memory) of the size of the I/O automata realizing winning strategies in games with this condition. This problem is relevant to synthesis of reactive programs and to the theory of automata on infinite objects. We provide matching upper and lower bounds for the size of memory needed by winning strategies in games with a fixed winning condition. We also show that in the general case the LAR (latest appearance record) data structure of Gurevich and Harrington is optimal. Then we propose a more succinct way of representing winning strategies by means of parallel compositions of transition systems. We study the question: which classes of winning conditions admit only polynomial-size blowup of strategies in this representation. 1 Introduction We consider games played on (not necessarily finite) graphs coloured with a finite nu...
Prequential Probability: Principles and Properties
, 1997
"... this paper we first illustrate the above considerations for a variety of appealling criteria, and then, in an attempt to understand this behaviour, introduce a new game-theoretic framework for Probability Theory, the `prequential framework', which is particularly suited for the study of such problem ..."
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Cited by 27 (2 self)
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this paper we first illustrate the above considerations for a variety of appealling criteria, and then, in an attempt to understand this behaviour, introduce a new game-theoretic framework for Probability Theory, the `prequential framework', which is particularly suited for the study of such problems.
Visibly pushdown games
- In FSTTCS 2004
, 2004
"... Abstract. The class of visibly pushdown languages has been recently defined as a subclass of context-free languages with desirable closure properties and tractable decision problems. We study visibly pushdown games, which are games played on visibly pushdown systems where the winning condition is gi ..."
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Cited by 17 (6 self)
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Abstract. The class of visibly pushdown languages has been recently defined as a subclass of context-free languages with desirable closure properties and tractable decision problems. We study visibly pushdown games, which are games played on visibly pushdown systems where the winning condition is given by a visibly pushdown language. We establish that, unlike pushdown games with pushdown winning conditions, visibly pushdown games are decidable and are 2Exptime-complete. We also show that pushdown games against Ltl specifications and Caret specifications are 3Exptime-complete. Finally, we establish the topological complexity of visibly pushdown languages by showing that they are a subclass of Boolean combinations of Σ3 sets. This leads to an alternative proof that visibly pushdown automata are not determinizable and also shows that visibly pushdown games are determined. 1
Higher Order Logic
- In Handbook of Logic in Artificial Intelligence and Logic Programming
, 1994
"... Contents 1 Introduction : : : : : : : : : : : : : : : : : : : : : : : : : : : : 2 2 The expressive power of second order Logic : : : : : : : : : : : 3 2.1 The language of second order logic : : : : : : : : : : : : : 3 2.2 Expressing size : : : : : : : : : : : : : : : : : : : : : : : : 4 2.3 Definin ..."
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Cited by 16 (0 self)
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Contents 1 Introduction : : : : : : : : : : : : : : : : : : : : : : : : : : : : 2 2 The expressive power of second order Logic : : : : : : : : : : : 3 2.1 The language of second order logic : : : : : : : : : : : : : 3 2.2 Expressing size : : : : : : : : : : : : : : : : : : : : : : : : 4 2.3 Defining data types : : : : : : : : : : : : : : : : : : : : : 6 2.4 Describing processes : : : : : : : : : : : : : : : : : : : : : 8 2.5 Expressing convergence using second order validity : : : : : : : : : : : : : : : : : : : : : : : : : 9 2.6 Truth definitions: the analytical hierarchy : : : : : : : : 10 2.7 Inductive definitions : : : : : : : : : : : : : : : : : : : : : 13 3 Canonical semantics of higher order logic : : : : : : : : : : : : 15 3.1 Tarskian semantics of second order logic : : : : : : : : : 15 3.2 Function and re
Games with secure equilibria
- In Logic in Computer Science
, 2004
"... Abstract. In 2-player non-zero-sum games, Nash equilibria capture the options for rational behavior if each player attempts to maximize her payoff. In contrast to classical game theory, we consider lexicographic objectives: first, each player tries to maximize her own payoff, and then, the player tr ..."
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Cited by 15 (6 self)
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Abstract. In 2-player non-zero-sum games, Nash equilibria capture the options for rational behavior if each player attempts to maximize her payoff. In contrast to classical game theory, we consider lexicographic objectives: first, each player tries to maximize her own payoff, and then, the player tries to minimize the opponent’s payoff. Such objectives arise naturally in the verification of systems with multiple components. There, instead of proving that each component satisfies its specification no matter how the other components behave, it often suffices to prove that each component satisfies its specification provided that the other components satisfy their specifications. We say that a Nash equilibrium is secure if it is an equilibrium with respect to the lexicographic objectives of both players. We prove that in graph games with Borel winning conditions, which include the games that arise in verification, there may be several Nash equilibria, but there is always a unique maximal payoff profile of a secure equilibrium. We show how this equilibrium can be computed in the case of ω-regular winning conditions, and we characterize the memory requirements of strategies that achieve the equilibrium.
Automata and fixed point logics: a coalgebraic perspective
- Electronic Notes in Theoretical Computer Science
, 2004
"... This paper generalizes existing connections between automata and logic to a coalgebraic level. Let F: Set → Set be a standard functor that preserves weak pullbacks. We introduce various notions of F-automata, devices that operate on pointed F-coalgebras. The criterion under which such an automaton a ..."
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Cited by 15 (7 self)
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This paper generalizes existing connections between automata and logic to a coalgebraic level. Let F: Set → Set be a standard functor that preserves weak pullbacks. We introduce various notions of F-automata, devices that operate on pointed F-coalgebras. The criterion under which such an automaton accepts or rejects a pointed coalgebra is formulated in terms of an infinite two-player graph game. We also introduce a language of coalgebraic fixed point logic for F-coalgebras, and we provide a game semantics for this language. Finally we show that any formula p of the language can be transformed into an F-automaton Ap which is equivalent to p in the sense that Ap accepts precisely those pointed F-coalgebras in which p holds.

