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Average Reward Timed Games

机译:平均奖励计时游戏

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We consider real-time games where the goal consists, for each player, in maximizing the average reward he or she receives per time unit. We consider zero-sum rewards, so that a reward of + (gamma) to one player corresponds to a reward of - (gamma) to the other player. The games are played on discrete-time game structures which can be specified using a two-player version of timed automata whose locations are labeled by reward rates, Even though the rewards themselves are zero-sum, the games are not, due to the requirement that time must progress along a play of the game. Since we focus on control applications, we define the value of the game to a player to be the maximal average reward per time unit that the player can ensure. We show that, in general, the values to players 1 and 2 do not sum to zero. We provide algorithms for computing the value of the game for either player, the algorithms are based on the relationship between the original, infinite-round game, and a derived game that is played for only finitely many rounds. Memoryless optimal strategies exist for both players in both games.

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