2010
DOI: 10.1093/logcom/exq001
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Deterministic Graphical Games Revisited

Abstract: Abstract. We revisit the deterministic graphical games of Washburn. A deterministic graphical game can be described as a simple stochastic game (a notion due to Anne Condon), except that we allow arbitrary real payoffs but disallow moves of chance. We study the complexity of solving deterministic graphical games and obtain an almost-linear time comparison-based algorithm for computing an equilibrium of such a game. The existence of a linear time comparison-based algorithm remains an open problem.

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Cited by 15 publications
(29 citation statements)
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“…The corresponding positional structures, game forms, and games are called Deterministic Graphical ones. They were introduced by Washburn [32] in 1990 and since then are frequent in the literature; see, for example, [32], [10], [4], [6,Section 12], [5], [1], [2], [7], [19]. Only two-person zero-sum DG games were considered in [32], [10], [2], while our main results are related to the two-person, but not necessarily zero-sum, DGMS games.…”
Section: Modeling Positional Games By Digraphsmentioning
confidence: 99%
See 1 more Smart Citation
“…The corresponding positional structures, game forms, and games are called Deterministic Graphical ones. They were introduced by Washburn [32] in 1990 and since then are frequent in the literature; see, for example, [32], [10], [4], [6,Section 12], [5], [1], [2], [7], [19]. Only two-person zero-sum DG games were considered in [32], [10], [2], while our main results are related to the two-person, but not necessarily zero-sum, DGMS games.…”
Section: Modeling Positional Games By Digraphsmentioning
confidence: 99%
“…Consider a a two-person zero-sum DGMS game modeled by a digraph G. The proof follows the same line as the proof of Proposition 2 until we start to analyze a component G j = (V j , E j ) from which every move comes to a terminal loop. Obviously, this is a BD subgame and, according to [2], it has a subgame perfect saddle point than can be determined in "almost linear" time (|E j | + |V j | + |A j | log |A j |), where A j is the set of terminal loops reachable from V j . These strategies defined on V j will be extended by backward induction to the whole vertex-set V .…”
Section: Proof Of Propositionmentioning
confidence: 99%
“…Compute an optimal strategy x for Player 1 in G using linear-time retrograde analysis [1]. Let x be the interpretation of x as a strategy in G obtained by restricting x to the vertices of Player 1 in G. By construction, from any starting vertex v, Player 1 can ensure reaching the terminal in G if and only if x ensures a non-zero probability of reaching a terminal in G. Let v be any vertex with positive value in G. Player 1 has a safe strategy that ensures a non-zero probability of reaching a terminal from v, specifically, the optimal strategy.…”
Section: Proof Of Theoremmentioning
confidence: 99%
“…The f -regions and f -strategies can be expressed in terms of deterministic games as they do not depend on what happens once a random vertex is reached. We can thus use the results of [AHMS08] to compute them in time O(|E| log * (|V |). In order to compute the f -values, we build a Markov chain M f designed to mimic the behaviour of G when the players use their f -strategies.…”
Section: Permutation Strategiesmentioning
confidence: 99%