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16
Recursive Markov chains, stochastic grammars, and monotone systems of non-linear equations
- In STACS
, 2005
"... We define Recursive Markov Chains (RMCs), a class of finitely presented denumerable Markov chains, and we study algorithms for their analysis. Informally, an RMC consists of a collection of finite-state Markov chains with the ability to invoke each other in a potentially recursive manner. RMCs offer ..."
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Cited by 48 (11 self)
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We define Recursive Markov Chains (RMCs), a class of finitely presented denumerable Markov chains, and we study algorithms for their analysis. Informally, an RMC consists of a collection of finite-state Markov chains with the ability to invoke each other in a potentially recursive manner. RMCs offer a natural abstract model for probabilistic programs with procedures. They generalize, in a precise sense, a number of well studied stochastic models, including Stochastic Context-Free Grammars (SCFG) and Multi-Type Branching Processes (MT-BP). We focus on algorithms for reachability and termination analysis for RMCs: what is the probability that an RMC started from a given state reaches another target state, or that it terminates? These probabilities are in general irrational, and they arise as (least) fixed point solutions to certain (monotone) systems of nonlinear equations associated with RMCs. We address both the qualitative problem of determining whether the probabilities are 0, 1 or in-between, and
Recursive Markov decision processes and recursive stochastic games
- In Proc. of 32nd Int. Coll. on Automata, Languages, and Programming (ICALP’05
, 2005
"... Abstract. We introduce Recursive Markov Decision Processes (RMDPs) and Recursive Simple Stochastic Games (RSSGs), and study the decidability and complexity of algorithms for their analysis and verification. These models extend Recursive Markov Chains (RMCs), introduced in [EY05a,EY05b] as a natural ..."
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Cited by 30 (8 self)
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Abstract. We introduce Recursive Markov Decision Processes (RMDPs) and Recursive Simple Stochastic Games (RSSGs), and study the decidability and complexity of algorithms for their analysis and verification. These models extend Recursive Markov Chains (RMCs), introduced in [EY05a,EY05b] as a natural model for verification of probabilistic procedural programs and related systems involving both recursion and probabilistic behavior. RMCs define a class of denumerable Markov chains with a rich theory generalizing that of stochastic context-free grammars and multi-type branching processes, and they are also intimately related to probabilistic pushdown systems. RMDPs & RSSGs extend RMCs with one controller or two adversarial players, respectively. Such extensions are useful for modeling nondeterministic and concurrent behavior, as well as modeling a system’s interactions with an environment. We provide a number of upper and lower bounds for deciding, given an RMDP (or RSSG) A and probability p, whether player 1 has a strategy to force termination at a desired exit with probability at least p. We also address “qualitative ” termination questions, where p = 1, and model checking questions. 1
On the Complexity of Nash Equilibria and Other Fixpoints (Extended Abstract
- In Proc. FOCS
, 2007
"... We reexamine what it means to compute Nash equilibria and, more generally, what it means to compute a fixed point of a given Brouwer function, and we investigate the complexity of the associated problems. Specifically, we study the complexity of the following problem: given a finite game, Γ, with 3 ..."
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Cited by 25 (4 self)
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We reexamine what it means to compute Nash equilibria and, more generally, what it means to compute a fixed point of a given Brouwer function, and we investigate the complexity of the associated problems. Specifically, we study the complexity of the following problem: given a finite game, Γ, with 3 or more players, and given ɛ> 0, compute an approximation within ɛ of some (actual) Nash equilibrium. We show that approximation of an actual Nash Equilibrium, even to within any non-trivial constant additive factor ɛ < 1/2 in just one desired coordinate, is at least as hard as the long standing square-root sum problem, as well as a more general arithmetic circuit decision problem that characterizes P-time in a unit-cost model of computation with arbitrary precision rational arithmetic; thus placing the approximation problem in P, or even NP, would resolve major open problems in the complexity of numerical computation. We show similar results for market equilibria: it is hard to estimate with any nontrivial accuracy the equilibrium prices in an exchange economy with a unique equilibrium, where the economy is given by explicit algebraic formulas for the excess demand functions. We define a class, FIXP, which captures search problems that can be cast as fixed point
Recursive concurrent stochastic games
- In Proc. of 33rd Int. Coll. on Automata, Languages, and Programming (ICALP’06
, 2006
"... Abstract. We study Recursive Concurrent Stochastic Games (RCSGs), extending our recent analysis of recursive simple stochastic games [16, 17] to a concurrent setting where the two players choose moves simultaneously and independently at each state. For multi-exit games, our earlier work already show ..."
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Cited by 15 (4 self)
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Abstract. We study Recursive Concurrent Stochastic Games (RCSGs), extending our recent analysis of recursive simple stochastic games [16, 17] to a concurrent setting where the two players choose moves simultaneously and independently at each state. For multi-exit games, our earlier work already showed undecidability for basic questions like termination, thus we focus on the important case of single-exit RCSGs (1-RCSGs). We first characterize the value of a 1-RCSG termination game as the least fixed point solution of a system of nonlinear minimax functional equations, and use it to show PSPACE decidability for the quantitative termination problem. We then give a strategy improvement technique, which we use to show that player 1 (maximizer) has ǫ-optimal randomized Stackless & Memoryless (r-SM) strategies for all ǫ> 0, while player 2 (minimizer) has optimal r-SM strategies. Thus, such games are r-SM-determined. These results mirror and generalize in a strong sense the randomized memoryless determinacy results for finite stochastic games, and extend the classic Hoffman-Karp [22] strategy improvement approach from the finite to an infinite state setting. The proofs in our infinite-state setting are very different however, relying on subtle analytic properties of certain power series that arise from studying 1-RCSGs. We show that our upper bounds, even for qualitative (probability 1) termination, can not be improved, even to NP, without a major breakthrough, by giving two reductions: first a P-time reduction from the long-standing square-root sum problem to the quantitative termination decision problem for finite concurrent stochastic games, and then a P-time reduction from the latter problem to the qualitative termination problem for 1-RCSGs. 1.
On the complexity of real functions
, 2005
"... We establish a new connection between the two most common traditions in the theory of real computation, the Blum-Shub-Smale model and the Computable Analysis approach. We then use the connection to develop a notion of computability and complexity of functions over the reals that can be viewed as an ..."
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Cited by 11 (5 self)
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We establish a new connection between the two most common traditions in the theory of real computation, the Blum-Shub-Smale model and the Computable Analysis approach. We then use the connection to develop a notion of computability and complexity of functions over the reals that can be viewed as an extension of both models. We argue that this notion is very natural when one tries to determine just how “difficult ” a certain function is for a very rich class of functions. 1
Computing equilibria: A computational complexity perspective
, 2009
"... Computational complexity is the subfield of computer science that rigorously studies the intrinsic difficulty of computational problems. This survey explains how complexity theory defines “hard problems”; applies these concepts to several equilibrium computation problems; and discusses implications ..."
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Cited by 6 (2 self)
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Computational complexity is the subfield of computer science that rigorously studies the intrinsic difficulty of computational problems. This survey explains how complexity theory defines “hard problems”; applies these concepts to several equilibrium computation problems; and discusses implications for computation, games, and behavior. We assume
Cracks in the Defenses: Scouting Out Approaches on Circuit Lower Bounds
"... Razborov and Rudich identified an imposing barrier that stands in the way of progress toward the goal of proving superpolynomial lower bounds on circuit size. Their work on “natural proofs” applies to a large class of arguments that have been used in complexity theory, and shows that no such argum ..."
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Cited by 3 (1 self)
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Razborov and Rudich identified an imposing barrier that stands in the way of progress toward the goal of proving superpolynomial lower bounds on circuit size. Their work on “natural proofs” applies to a large class of arguments that have been used in complexity theory, and shows that no such argument can prove that a problem requires circuits of superpolynomial size, even for some very restricted classes of circuits (under reasonable cryptographic assumptions). This barrier is so daunting, that some researchers have decided to focus their attentions elsewhere. Yet the goal of proving circuit lower bounds is of such importance, that some in the community have proposed concrete strategies for surmounting the obstacle. This lecture will discuss some of these strategies, and will dwell at length on a recent approach proposed by Michal Koucky and the author.
Theory of real computation according to EGC
- In Proceedings of the Dagstuhl Seminar on Reliable Implementation of Real Number Algorithms: Theory and Practice, Lecture Notes in Computer Science
, 2006
"... The Exact Geometric Computation (EGC) mode of computation has been developed over the last decade in response to the widespread problem of numerical non-robustness in geometric algorithms. Its technology has been encoded in libraries such as LEDA, CGAL and Core Library. The key feature of EGC is the ..."
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Cited by 3 (1 self)
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The Exact Geometric Computation (EGC) mode of computation has been developed over the last decade in response to the widespread problem of numerical non-robustness in geometric algorithms. Its technology has been encoded in libraries such as LEDA, CGAL and Core Library. The key feature of EGC is the necessity to decide zero in its computation. This paper addresses the problem of providing a foundation for the EGC mode of computation. This requires a theory of real computation that properly addresses the Zero Problem. The two current approaches to real computation are represented by the analytic school and algebraic school. We propose a variant of the analytic approach based on real approximation. • To capture the issues of representation, we begin with a reworking of van der Waerden’s idea of explicit rings and fields. We introduce explicit sets and explicit algebraic structures. • Explicit rings serve as the foundation for real approximation: our starting point here is not R, but F ⊆ R, an explicit ordered ring extension of Z that is dense in R. We develop the approximability of real functions within standard Turing machine computability, and show its connection to the analytic approach. • Current discussions of real computation fail to address issues at the intersection of continuous and discrete computation. An appropriate computational model for this purpose is obtained by extending Schönhage’s pointer machines to support both algebraic and numerical computation. • Finally, we propose a synthesis wherein both the algebraic and the analytic models coexist to play complementary roles. Many fundamental questions can now be posed in this setting, including transfer theorems connecting algebraic computability with approximability. 1
The complexity of Nash equilibria in simple stochastic multiplayer games
, 2009
"... abstract. We analyse the computational complexity of finding Nash equilibria in simple stochastic multiplayer games. We show that restricting the search space to equilibria whose payoffs fall into a certain interval may lead to undecidability. In particular, we prove that the following problem is un ..."
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Cited by 2 (2 self)
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abstract. We analyse the computational complexity of finding Nash equilibria in simple stochastic multiplayer games. We show that restricting the search space to equilibria whose payoffs fall into a certain interval may lead to undecidability. In particular, we prove that the following problem is undecidable: Given a game G, does there exist a pure-strategy Nash equilibrium of G where player 0 wins with probability 1. Moreover, this problem remains undecidable if it is restricted to strategies with (unbounded) finite memory. However, if mixed strategies are allowed, decidability remains an open problem. One way to obtain a provably decidable variant of the problem is to restrict the strategies to be positional or stationary. For the complexity of these two problems, we obtain a common lower bound of NP and upper bounds of NP and PSPace respectively. 1

