We study multiplayer quantitative reachability games played on a finite directed graph, where the objective of each player is to reach his target set of vertices as quickly as possible. Instead of the well-known notion of Nash equilibrium (NE), we focus on the notion of subgame perfect equilibrium (SPE), a refinement of NE well-suited in the framework of games played on graphs. It is known that there always exists an SPE in quantitative reachability games and that the constrained existence problem is decidable. We here prove that this problem is PSPACE-complete. To obtain this result, we propose a new algorithm that iteratively builds a set of constraints characterizing the set of SPE outcomes in quantitative reachability games. This set of constraints is obtained by iterating an operator that reinforces the constraints up to obtaining a fixpoint. With this fixpoint, the set of SPE outcomes can be represented by a finite graph of size at most exponential. A careful inspection of the computation allows us to establish PSPACE membership.
翻译:我们用一个有限的定向图表来研究玩的多玩家数量可达性游戏,每个玩家的目标是尽快达到他的顶点。我们不是以著名的纳什平衡概念(NE)来研究亚游戏完美均衡的概念,而是以图中游戏框架中的精细的精细NE为主。众所周知,在数量可达性游戏中总是有一个SPE, 限制存在的问题是可以分辨的。我们在这里证明这个问题是PSPACE- 完整的。为了获得这个结果,我们建议一种新的算法,在数量可达性游戏中迭接地建立一套限制SPE结果的特征。这组限制是通过一个操作者来强化获得固定点的制约而获得的。有了这个固定点,SPE结果的集可以用一个最指数大小的限定图形来代表。仔细的计算方法使我们得以建立PSPEEE的会员身份。