Weighted timed games are two-player zero-sum games played in a timed automaton equipped with integer weights. We consider optimal reachability objectives, in which one of the players, that we call Min, wants to reach a target location while minimising the cumulated weight. While knowing if Min has a strategy to guarantee a value lower than a given threshold is known to be undecidable (with two or more clocks), several conditions, one of them being the divergence, have been given to recover decidability. In such weighted timed games (like in untimed weighted games in the presence of negative weights), Min may need finite memory to play (close to) optimally. This is thus tempting to try to emulate this finite memory with other strategic capabilities. In this work, we allow the players to use stochastic decisions, both in the choice of transitions and of timing delays. We give for the first time a definition of the expected value in weighted timed games, overcoming several theoretical challenges. We then show that, in divergent weighted timed games, the stochastic value is indeed equal to the classical (deterministic) value, thus proving that Min can guarantee the same value while only using stochastic choices, and no memory.
翻译:加权计时游戏是配有整数重量的时空自动图中玩的双玩零和游戏。 我们考虑的是最佳可达性目标, 其中我们称为明的玩家之一希望达到目标位置, 同时最小化累积重量。 虽然知道敏是否有策略保证低于给定阈值的值是不可降值的( 有两个或两个以上时钟 ), 但有几个条件( 其中之一是差异 ) 已经给出了恢复衰变的预期值。 在这种加权计时游戏中( 如负重时空加权游戏 ), Min 可能需要最优化地( 接近于) 玩定时内存 。 因此, 尝试用其他战略能力来模仿这个有限的记忆。 在这项工作中, 我们允许玩家使用随机决定, 选择过渡和延迟时间。 我们第一次给出加权计时游戏的预期值定义, 克服了数个理论挑战。 我们随后显示, 在不同的加权计时游戏中, 精度值的数值确实等同于传统价值, 并且只能用迷性来证明, 。</s>