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Iterative Algorithms for Solving one-sided Partially Observable Stochastic Shortest Path Games

The result's identifiers

  • Result code in IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F68407700%3A21230%2F24%3A00379798" target="_blank" >RIV/68407700:21230/24:00379798 - isvavai.cz</a>

  • Result on the web

    <a href="https://doi.org/10.1016/j.ijar.2024.109297" target="_blank" >https://doi.org/10.1016/j.ijar.2024.109297</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.1016/j.ijar.2024.109297" target="_blank" >10.1016/j.ijar.2024.109297</a>

Alternative languages

  • Result language

    angličtina

  • Original language name

    Iterative Algorithms for Solving one-sided Partially Observable Stochastic Shortest Path Games

  • Original language description

    Real-world scenarios often involve dynamic interactions among competing agents, where decisions are made considering actions taken by others. These situations can be modeled as partially observable stochastic games (POsts), POst s), with zero-sum variants capturing strictly competitive interactions (e.g., security scenarios). While such models address a broad range of problems, they commonly focus on infinite-horizon scenarios with discounted-sum objectives. Using the discounted-sum objective, however, can lead to suboptimal solutions in cases where the length of the interaction does not directly affect the gained rewards of the players. We thus focus on games with undiscounted objective and an indefinite horizon where every realization of the game is guaranteed to terminate after some unspecified number of turns. To manage the computational complexity of solving POsts s in general, we restrict to games with one-sided partial observability where only one player has imperfect information while their opponent is provided with full information about the current situation. We introduce two novel algorithms based on the heuristic search value iteration ( HsVI ) algorithm that iteratively solve sequences of easier-to-solve approximations of the game using fundamentally different approaches for constructing the sequences: (1) in toalHorizon, , the game approximations are based on a limited number of turns in which players can change their actions, (2) in toalDiscount, , the game approximations are constructed using an increasing discount factor. We provide theoretical qualitative guarantees for algorithms, and we also experimentally demonstrate that these algorithms are able to find near-optimal solutions on pursuit-evasion games and a game modeling privilege escalation problem from computer security.

  • Czech name

  • Czech description

Classification

  • Type

    J<sub>imp</sub> - Article in a specialist periodical, which is included in the Web of Science database

  • CEP classification

  • OECD FORD branch

    10201 - Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)

Result continuities

  • Project

    Result was created during the realization of more than one project. More information in the Projects tab.

  • Continuities

    P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)

Others

  • Publication year

    2024

  • Confidentiality

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Data specific for result type

  • Name of the periodical

    International Journal of Approximate Reasoning

  • ISSN

    0888-613X

  • e-ISSN

    1873-4731

  • Volume of the periodical

    175

  • Issue of the periodical within the volume

    December

  • Country of publishing house

    NL - THE KINGDOM OF THE NETHERLANDS

  • Number of pages

    47

  • Pages from-to

    1-47

  • UT code for WoS article

    001331827100001

  • EID of the result in the Scopus database

    2-s2.0-85205540055