Strategic deception is an act of manipulating the opponent's perception to gain strategic advantages. In this paper, we study synthesis of deceptive winning strategies in two-player turn-based zero-sum reachability games on graphs with one-sided incomplete information of action sets. In particular, we consider the class of games in which Player 1 (P1) starts with a non-empty set of private actions, which she may 'reveal' to Player 2 (P2) during the course of the game. P2 is equipped with an inference mechanism using which he updates his perception of P1's action set whenever a new action is revealed. Under this information structure, the objective of P1 is to reach a set of goal states in the game graph while that of P2 is to prevent it. We address the question: how can P1 leverage her information advantages to deceive P2 into choosing actions that in turn benefit P1? To this end, we introduce a dynamic hypergame model to capture the reachability game with evolving misperception of P2. Analyzing the game qualitatively, we design algorithms to synthesize deceptive sure and almost-sure winning regions, and establish two key results: (1) under sure-winning condition, deceptive winning strategy is equivalent to the non-deceptive winning strategy - i.e. use of deception has no advantages, (2) under almost-sure winning condition, the deceptive winning strategy could be more powerful than the non-deceptive strategy. We illustrate our algorithms using a capture-the-flag game, and demonstrate the use of proposed approach to a larger class of games with temporal logic objectives.
翻译:战略欺骗是操纵对手的感知以获得战略优势的行为。 在本文中, 我们研究将欺骗性赢取策略合成为双玩者交替零和零和可达性游戏, 在带有片面动作组合不完整信息的图表中进行。 特别是, 我们考虑玩家 1 (P1) 以非空的私人动作开始的游戏类型, 在游戏过程中, 她可能会“ 迷倒” 给玩家 2 (P2) 。 P2 配备了一个推论机制, 用来在出现新动作时更新他对 P1 动作集的感知。 在这个信息结构中, P1 的目标是在游戏图中达到一组目标状态, 而 P2 则是防止它。 我们处理的问题是: P1 如何利用她的信息优势来欺骗 P2 选择一个动作, 而这对玩家 2 (P2) 来说, 我们引入一个动态的超级游戏模型, 以不断演化的游戏质量, 我们设计算算法, 来将不感错的游戏组合的游戏组合组合组合化为确定性, 和几乎确定性策略的逻辑定位性策略的优势 。 在赢取策略下, 赢取策略下, 将一个不赢取策略的策略的策略中, 显示一个不赢取的策略的策略的策略是不赢取取取取取的策略, 。 。