| J. Reif. "The complexity of two-player games of incomplete information". Journal of Computer and System Sciences 29, 274--301, 1984. |
....(Denmark) Part of this work was done during a visit to LSV, ENS de Cachan (France) y This research was supported by NSF award CCR99 70925 and NSF award ITR SY 0121431. full observability (in terms of two player games of complete information) Tho02] and for partial observability [KG95,Rei84,KV97]. In parallel, there has been a growing importance of verification for real time systems, and this leads to the natural question of whether techniques developed in the untimed setting for the controller synthesis problem can be generalized to timed systems (see for example the papers ....
J.H. Reif. The complexity of two-player games of incomplete information. Journal of Computer and System Sciences, 29(2):274--301, 1984.
....and the environment and also cannot observe certain internal actions of the the environment. This issue is a very important aspect of control, and has been studied in great detail in the control theory community [KG95] While this aspect is well understood in the case of untimed systems (see [Rei84]) it has not been studied for timed plants as described above. An important and new issue in the timed framework is related to the resources allowed to the controller. By a controller s resources we mean a description of which clocks the controller can use and how it can use it, i.e. to which ....
J.H. Reif. The complexity of two-player games of incomplete information. Journal on Computer and System Sciences, 29:274301, 1984.
....The program complexity of CTL module checking with incomplete information is EXPTIME complete. Proof (sketch) The upper bound follows from Theorem 7. For the lower bound, we do a reduction from the outcome problem for two players games with incomplete information, proved to be EXPTIME hard in [Rei84] A two player game with incomplete information consists of an AND OR graph with an initial state and a set of designated states. Each of the states in the graph is labeled by readable and unreadable observations. The game is played between two players, called the OR player and the AND player. ....
J.H. Reif. The complexity of two-player games of incomplete information. J. on Computer and System Sciences, 29:274--301, 1984.
....for experiments on black box automata is not the standard one, in which the input is known from the beginning of the computation. Here, part of the input is hidden, and its structure is studied through experiments. The relevant computational model is related to games of incomplete information [1, 18], where an 9 player plays against a deterministic environment (representing a degenerate version of a 8 player) Each such game consists of a nondeterministic machine with finitely many configurations 2 C, containing the following disjoint subsets: C i are the initial configurations, W and ....
J.H. Reif, The complexity of two-player games of incomplete information, Journal of computer and system sciences, 29, 1984, 274--301.
....bound, we observe that the model checking problem for the ATL formula hhaii3p on a turn based synchronous ATS with the two agents a and b and incomplete information is identical to the outcome problem for twoplayer games with incomplete information. The latter problem is known to be EXPTIME hard [Rei84] ut 8 Conclusions Methods for reasoning about closed systems are, in general, not applicable for reasoning about open systems. The verification problem for open systems, more than it corresponds to the model checking problem for temporal logics, corresponds, in the case of linear time, to the ....
J.H. Reif. The complexity of two-player games of incomplete information. Journal on Computer and System Sciences, 29:274--301, 1984.
....answers to these questions. One interesting aspect of items 2 and 3 is that they use both results and proof techniques from recent papers on the complexity of solving games [KMvS94, Ne91] Imperfect information games have been considered in several previous works in complexity theory, including [C89, CL86, KLRSS94, PR79, Re84]. A crucial difference between these works and ours is that the opposing players in [C89, CL86, KLRSS94, PR79, Re84] use deterministic (pure) strategies, whereas ours use randomized (mixed) strategies. 1 (These and other game theoretic terms are formally defined in the next section. We claim ....
.... from recent papers on the complexity of solving games [KMvS94, Ne91] Imperfect information games have been considered in several previous works in complexity theory, including [C89, CL86, KLRSS94, PR79, Re84] A crucial difference between these works and ours is that the opposing players in [C89, CL86, KLRSS94, PR79, Re84] use deterministic (pure) strategies, whereas ours use randomized (mixed) strategies. 1 (These and other game theoretic terms are formally defined in the next section. We claim that allowing the players to use mixed strategies is a fundamental part of the game theoretic paradigm. Language ....
[Article contains additional citation context not shown here]
J. Reif, "The Complexity of Two-Player Games of Incomplete Information," Journal of Computer and System Sciences, 29 (1984), pp. 274--301.
....7. The program complexity of CTL module checking with incomplete information is EXPTIME complete. Proof (sketch) The upper bound follows from Theorem 6. For the lower bound, we do a reduction from the outcome problem for two players games with incomplete information, proved to be EXPTIME hard in [Rei84]. A two player game with incomplete information consists of an AND OR graph with an initial state and a set of designated states. Each of the states in the graph is labeled by readable and unreadable observations. The game is played between two players, called the OR player and the AND player. ....
....variables) As in module checking, while verification of universal properties in these settings can be done using closedsystem verification methods, there is a need to revise verification methods in order to handle non universal properties. Acknowledgment We thank Rajeev Alur for referring us to [Rei84] and pointing its relevance to the lower bound in Theorem 7. ....
J.H. Reif. The complexity of two-player games of incomplete information. J. on Computer and System Sciences, 29:274--301, 1984.
....and the provers responses are constant size. We show that two competing prover proof systems have similar power. Stockmeyer [St77] used games between competing players to characterize languages in the polynomialtime hierarchy. Other uses of competing players to study complexity classes include [Reif84, PR79]. Feige, Shamir and Tennenholtz [FST88] proposed an interactive proof system in which the notion of competition is present. Recently, Condon, Feigenbaum, Lund and Shor [CFLS93a, CFLS93b] characterized PSPACE by systems in which a verifier with O(log n) random bits can read only a constant number ....
J. H. Reif. "The complexity of two-player games of incomplete information". J. Comput. System Science, 29, pages 274-301, 1984.
....science, the idea of modeling interactive situations as games is becoming more common. The classic paper of Chandra, Kozen and Stockmeyer [5] characterized the class PSPACE in terms of twoplayer games. The later work on interactive proof systems [34, 7] is also best understood in those terms. Reif [31] extends the paradigm of interactive proofs to a more general class of games. Worst case analysis of algorithms can also be viewed naturally as a game between the solver and an adversary. For example, Yao s technique of proving lower bounds for randomized algorithms [39] follows directly from the ....
J. H. Reif. The complexity of two-player games of incomplete information. Journal of Computer and Systems Sciences, 29:274--301, 1984.
....Georgia Institute of Technology, Atlanta, GA 30332, U.S.A. John REIF Computer Science Department, Duke University, Durham, NC 27706, U.S.A. Salman AZHAR Computer Science Department, Duke University, Duke University, Durham, NC 27706, U.S.A. Abstract Extending the complexity results of Reif [1, 2] for two player games of incomplete information, this paper (also see [3] presents algorithms for deciding the outcome for various classes of multiplayer games of incomplete information, i.e. deciding whether or not a team has a winning strategy for a particular game. Our companion paper ....
....a two player game is defined by disjoint sets of positions for two players (named 0 and 1) and relations specifying legal next moves for players. A position p may contain portions that are private to one of the players, whereas the rest are common portions accessible to both players. Reif [1, 2] provides a detailed treatment of two player games. The generalization to a two player game is a multiplayer game (also called team game) 1 . In multiplayer games, there are at least three players partitioned into two teams, T 0 and T 1 . A multiplayer game is specified by a set of positions, a ....
[Article contains additional citation context not shown here]
John H. Reif, "The complexity of two-player games of incomplete information ", J. Comp. Sys. Sci, 29(2), pages 274-301, 1984.
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John H. Reif, "The complexity of two-player games of incomplete information ", J. Comp. Sys. Sci, 29(2), pages 274-301, 1984.
No context found.
John H. Reif, "The complexity of two-player games of incomplete information ", J. Comp. Sys. Sci, 29(2), pages 274-301, 1984.
No context found.
J. Reif. "The complexity of two-player games of incomplete information". Journal of Computer and System Sciences 29, 274--301, 1984.
No context found.
Reif, John H. The Complexity of Two-Player Games of Incomplete Information. Journal of Computer and System Sciences, Vol. 29, No. 2, 1984, pp. 274-301.
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J. Reif. The complexity of two-player games of incomplete information. J. Computer and System Sciences, 29:274--301, 1984.
No context found.
Reif, J. H. [1984] "The Complexity of Two-Player Games of Incomplete Information" Journal of Computer and System Sciences Vol 29. pp. 274- 301. 85
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J. H. Reif. The Complexity of Two-Player Games of Incomplete Information. JCSS, 29(2):274--301, October 1984.
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