Concurrent multi-player games with $\omega$-regular objectives are a standard model for systems that consist of several interacting components, each with its own objective. The standard solution concept for such games is Nash Equilibrium, which is a "stable" strategy profile for the players. In many settings, the system is not fully observable by the interacting components, e.g., due to internal variables. Then, the interaction is modelled by a partial information game. Unfortunately, the problem of whether a partial information game has an NE is not known to be decidable. A particular setting of partial information arises naturally when processes are assigned IDs by the system, but these IDs are not known to the processes. Then, the processes have full information about the state of the system, but are uncertain of the effect of their actions on the transitions. We generalize the setting above and introduce Multi-Topology Games (MTGs) -- concurrent games with several possible topologies, where the players do not know which topology is actually used. We show that extending the concept of NE to these games can take several forms. To this end, we propose two notions of NE: Conservative NE, in which a player deviates if she can strictly add topologies to her winning set, and Greedy NE, where she deviates if she can win in a previously-losing topology. We study the properties of these NE, and show that the problem of whether a game admits them is decidable.
翻译:带有 $\ omega$ 常规目标的同时多玩游戏是一个由多个互动组件组成的系统的标准游戏模式, 每个都有自己的目标。 这种游戏的标准解决方案概念是 Nash Equilicrium, 这是玩家的“ 稳定” 战略配置。 在许多设置中, 系统没有被交互组件完全可见, 例如内部变量。 然后, 互动模式是部分信息游戏的模型。 不幸的是, 部分信息游戏是否有一个 NE 并不为人所知, 这个问题是一个由多个互动组件组成的系统的标准游戏模式。 当系统指定进程标识时, 自然会出现部分信息的特定设置, 但这些标识并不为进程所知 。 然后, 程序会拥有关于系统状态的全部信息, 但它对于它们动作对转型的效果并不十分确定。 我们将上述设置的设置为多图案游戏( MTGGs) -- 与几种可能的表理游戏同时进行游戏, 玩家并不知道哪个表象被使用。 我们显示, 将 NE 概念扩展为这些游戏的概念可以采取若干种形式, 但是这些代号的颜色, 我们在此最后会显示的是, 她是否在哪个上位上位, 。