Strategy Improvement for Concurrent Reachability Games
QEST '06 Proceedings of the 3rd international conference on the Quantitative Evaluation of Systems
Theoretical Computer Science
Termination criteria for solving concurrent safety and reachability games
SODA '09 Proceedings of the twentieth Annual ACM-SIAM Symposium on Discrete Algorithms
Winning Concurrent Reachability Games Requires Doubly-Exponential Patience
LICS '09 Proceedings of the 2009 24th Annual IEEE Symposium on Logic In Computer Science
An Exponential Lower Bound for the Parity Game Strategy Improvement Algorithm as We Know it
LICS '09 Proceedings of the 2009 24th Annual IEEE Symposium on Logic In Computer Science
New Results on Simple Stochastic Games
ISAAC '09 Proceedings of the 20th International Symposium on Algorithms and Computation
Exact algorithms for solving stochastic games: extended abstract
Proceedings of the forty-third annual ACM symposium on Theory of computing
Recursive concurrent stochastic games
ICALP'06 Proceedings of the 33rd international conference on Automata, Languages and Programming - Volume Part II
Exact algorithms for solving stochastic games: extended abstract
Proceedings of the forty-third annual ACM symposium on Theory of computing
Repeated zero-sum games with budget
Proceedings of the 11th International Conference on Autonomous Agents and Multiagent Systems - Volume 2
Computing quantiles in markov reward models
FOSSACS'13 Proceedings of the 16th international conference on Foundations of Software Science and Computation Structures
Discrete Applied Mathematics
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Two standard algorithms for approximately solving two-player zerosum concurrent reachability games are value iteration and strategy iteration. We prove upper and lower bounds of 2mΘ(N) on the worst case number of iterations needed for both of these algorithms to provide non-trivial approximations to the value of a game with N non-terminal positions and m actions for each player in each position.