Abstract
Two standard algorithms for approximately solving two-player zero-sum concurrent reachability games are value iteration and strategy iteration. We prove upper and lower bounds of \(2^{m^{\varTheta(N)}}\) on the worst case number of iterations needed by both of these algorithms for providing non-trivial approximations to the value of a game with N non-terminal positions and m actions for each player in each position. In particular, both algorithms have doubly-exponential complexity. Even when the game given as input has only one non-terminal position, we prove an exponential lower bound on the worst case number of iterations needed to provide non-trivial approximations.
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Notes
Including the TRAP position in the setup is actually not strictly needed, as one could replace it with any non-terminal position from which no escape is possible, but including it is quite convenient and fairly standard. In particular, including it makes “a reachability game with one non-terminal position” mean what we think it should.
In this paper, we assume the real number model of computation and ignore the (severe) technical issues arising when implementing the algorithm using finite-precision arithmetic.
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Acknowledgements
First and foremost, we would like to thank Uri Zwick for extremely helpful discussions and Kousha Etessami for being instrumental for starting this research. We would also like to thank Vladimir V. Podolskii for helpful discussions. A preliminary version of this paper [10] appeared in the proceeings of CSR’11.
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Work supported by Center for Algorithmic Game Theory, funded by the Carlsberg Foundation. The authors acknowledge support from The Danish National Research Foundation and The National Science Foundation of China (under the grant 61061130540) for the Sino-Danish Center for the Theory of Interactive Computation, under which part of this work was performed. A preliminary version of this paper appeared in the proceedings of CSR’11.
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Hansen, K.A., Ibsen-Jensen, R. & Miltersen, P.B. The Complexity of Solving Reachability Games Using Value and Strategy Iteration. Theory Comput Syst 55, 380–403 (2014). https://doi.org/10.1007/s00224-013-9524-6
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DOI: https://doi.org/10.1007/s00224-013-9524-6