Pavol Kebis

3papers

3 Papers

7.4FLMar 30
Quantitative Language Automata

Thomas A. Henzinger, Pavol Kebis, Nicolas Mazzocchi et al.

A quantitative word automaton (QWA) defines a function from infinite words to values. For example, every infinite run of a limit-average QWA A obtains a mean payoff, and every word w is assigned the maximal mean payoff obtained by nondeterministic runs of A over w. We introduce quantitative language automata (QLAs) that define functions from language generators (i.e., implementations) to values, where a language generator can be nonprobabilistic, defining a set of infinite words, or probabilistic, defining a probability measure over infinite words. A QLA consists of a QWA and a language aggregator. For example, given a QWA A, the infimum aggregator maps each language L to the greatest lower bound assigned by A to any word in L. For boolean value sets, QWAs capture trace properties, and QLAs capture hyperproperties. For more general value sets, QLAs serve as a specification language for a generalization of hyperproperties, called quantitative hyperproperties. A nonprobabilistic (resp. probabilistic) quantitative hyperproperty assigns a value to each set (resp. distribution) G of traces, e.g., the minimal (resp. expected) average response time exhibited by the traces in G (resp. by traces sampled according to G). We give several examples of quantitative hyperproperties and investigate three paradigmatic problems for QLAs: evaluation, nonemptiness, and universality. In the evaluation problem, given a QLA AA and an implementation G, we ask for the value that AA assigns to G. In the nonemptiness (resp. universality) problem, given a QLA AA, a threshold k, and a comparison in {>, >=} we ask whether AA assigns a value meeting the threshold to some (resp. every) language. We provide a comprehensive picture of decidability and complexity for these problems for QLAs with common aggregators as well as their restrictions to omega-regular languages and distributions generated by finite Markov chains.

3.6LGJul 16
PAC Learning in Turn-Based Stochastic Games with Reachability Objectives: A Decentralized Private Approach via Expected Conditional Distance

Ali Asadi, Krishnendu Chatterjee, Pavol Kebis

Reachability is the most fundamental logical objective, yet it is notoriously difficult to learn in reinforcement learning settings: even for Markov decision processes, PAC learning of reachability is impossible without additional assumptions. This difficulty also holds in turn-based stochastic games (TBSGs), where two adversarial players interact on a finite state space. In this work, we consider turn-based stochastic games with reachability objectives. For such settings, adversarial learning, in which players are adversarial even in the learning phase, is impossible. Therefore, the goal is to consider learning, in which both players learn the unknown model together. In this spirit, previous literature on PAC learning in TBSGs considers (a)~public information shared by both players; and (b)~centralized learning, which means that players share the same learning algorithm. In this work, our contribution is two-fold. First, we relax these strong assumptions and ensure learning: (i)~with private information not shared with the other player; and (ii)~decentralized learning where the players do not share the same learning algorithm. To the best of our knowledge, this work is the first positive result for decentralized and private information learning of TBSGs with reachability objectives. Second, we introduce a game-theoretic generalization of the Expected Conditional Distance (ECD) parameter, which measures the expected length of reaching the target set. We establish a polynomial-sample complexity bound with respect to the number of states, actions, ECD parameter, and inverses of error tolerance and failure probability.

3.5GTJun 28
Generalized Bidding Games: Where Bidding and Stochastic Games Meet

Ali Asadi, Thomas A. Henzinger, Ehsan Kafshdar Goharshady et al.

Two-player games on graphs are a classical framework for analyzing strategic decision making. In turn-based games, two players move a token along the edges of the graph, and the right to move the token is determined by the current vertex. In pure bidding games the right to move the token is determined at each step through bidding; here we consider Richman bidding, where the winning player of a bid pays the losing player. The winner is decided based on a temporal or quantitative specification evaluated over the resulting infinite play. We combine turn-based games and pure bidding games into generalized bidding games, with player-1 vertices, player-2 vertices, and bidding vertices. This natural and simple generalization of bidding games has far-reaching consequences. We show that, as a model, generalized bidding games are more expressive than pure bidding games, and we provide several applications. We also show that generalized Richman bidding games are structurally equivalent to simple stochastic games: they are linearly interreducible to each other. As was previously known, the special case of pure Richman bidding games corresponds to random-turn games. In other words, generalized bidding games extend pure bidding games in the same way that simple stochastic games extend random-turn games. We use this connection to solve generalized Richman bidding games for temporal and quantitativ specifications. We establish that generalized bidding games with parity and mean-payoff specifications retain the best known upper bounds for turn-based games and pure bidding games, namely $NP\cap coNP$. We study a repair problem that asks whether bidding vertices can be assigned owners so as to bring the threshold budget required to win the game below a given target. This problem has direct applications in compositional policy synthesis for multi-objective settings, and we show it to be NP-complete.