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2005
Springer

Average Reward Timed Games

14 years 5 months ago
Average Reward Timed Games
We consider real-time games where the goal consists, for each player, in maximizing the average amount of reward he or she receives per time unit. We consider zero-sum rewards, so that a reward of +r to one player corresponds to a reward of −r 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 rewards. 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 p...
B. Thomas Adler, Luca de Alfaro, Marco Faella
Added 27 Jun 2010
Updated 27 Jun 2010
Type Conference
Year 2005
Where FORMATS
Authors B. Thomas Adler, Luca de Alfaro, Marco Faella
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