Abstract. We study turn-based quantitative multiplayer non zero-sum games played on finite graphs with reachability objectives. In such games, each player aims at reaching his own goal set of states as soon as possible. A previous work on this model showed that Nash equilibria (resp. secure equilibria) are guaranteed to exist in the multiplayer (resp. two-player) case. The existence of secure equilibria in the multiplayer case remained, and is still an open problem. In this paper, we focus our study on the concept of subgame perfect equilibrium, a refinement of Nash equilibrium well-suited in the framework of games played on graphs. We also introduce the new concept of subgame perfect secure equilibrium. We prove the existence of subgame perfect equilibria (resp. subgame perfect secure equilibria) in multiplayer (resp. two-player) quantitative reachability games. Moreover, we provide an algorithm deciding the existence of secure equilibria in the multiplayer case.
Multiplayer games with selfish agents naturally occur in the design of distributed and embedded systems. As the goals of selfish agents are usually neither equivalent nor antagonistic to each other, such games are non zero-sum games. We study such games and show that a large class of these games, including games where the individual objectives are mean-or discounted-payoff, or quantitative reachability, and show that they do not only have a solution, but a simple solution. We establish the existence of Nash equilibria that are composed of k memoryless strategies for each agent in a setting with k agents, one main and k − 1 minor strategies. The main strategy describes what happens when all agents comply, whereas the minor strategies ensure that all other agents immediately start to co-operate against the agent who first deviates from the plan. This simplicity is important, as rational agents are an idealisation. Realistically, agents have to decide on their moves with very limited resources, and complicated strategies that require exponential-or even non-elementary-implementations cannot realistically be implemented. The existence of simple strategies that we prove in this paper therefore holds a promise of implementability. General BackgroundIn this section, we define our model of multiplayer cost game, recall the concept of Nash equilibrium and state the problems we study. Definition 1.A multiplayer cost game is a tuple G = (Π, V, (V i ) i∈Π , E, (Cost i ) i∈Π ) where
Abstract. In this paper, we study turn-based quantitative multiplayer non zero-sum games played on finite graphs with reachability objectives. In this framework each player aims at reaching his own goal as soon as possible. We prove existence of finite-memory Nash (resp. secure) equilibria in multiplayer (resp. two-player) games.
Abstract. In this paper, we study turn-based quantitative multiplayer non zero-sum games played on finite graphs with both reachability and safety objectives. In this framework a player with a reachability objective aims at reaching his own goal as soon as possible, whereas a player with a safety objective aims at avoiding his bad set or, if impossible, delaying its visit as long as possible. We prove the existence of Nash equilibria with finite memory in quantitative multiplayer reachability/safety games. Moreover, we prove the existence of finite-memory secure equilibria for quantitative two-player reachability games.
Secure equilibrium is a refinement of Nash equilibrium, which provides some security to the players against deviations when a player changes his strategy to another best response strategy. The concept of secure equilibrium is specifically developed for assume-guarantee synthesis and has already been applied in this context. Yet, not much is known about its existence in games with more than two players. In this paper, we establish the existence of secure equilibrium in two classes of multiplayer perfect information turn-based games: (1) in games with possibly probabilistic transitions, having countable state and finite action spaces and bounded and continuous payoff functions, and (2) in games with only deterministic transitions, having arbitrary state and action spaces and Borel payoff functions with a finite range (in particular, qualitative Borel payoff functions). We show that these results apply to several types of games studied in the literature.
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