Peter van Emde Boas: The Games of Computer Science. THE GAMES OF COMPUTER SCIENCE Peter van Emde Boas ILLC-FNWI-Univ. of Amsterdam References and slides.

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Presentation transcript:

Peter van Emde Boas: The Games of Computer Science. THE GAMES OF COMPUTER SCIENCE Peter van Emde Boas ILLC-FNWI-Univ. of Amsterdam References and slides available at: © Games Workshop TU DELFT Feb

Peter van Emde Boas: The Games of Computer Science. Topics Computation, Games and Computer Science Recognizing Languages by Games; Games as Acceptors Understanding the connection with PSPACE (The Holy Quadrinity) Interactive Protocols and Games Loose Ends in the Model ?

Peter van Emde Boas: The Games of Computer Science. Games ??? Past (1980) position of Games in Mathematics & CS: Study object for a marginally interesting part of AI (Chess playing programs) Recreational Mathematics (cf. Conway, Guy & Berlekamp Theory) Game Theory: von Neumann, Morgenstern, Aumann, Savage,..... Games in Logic: Determinacy in foundation of set theory

Peter van Emde Boas: The Games of Computer Science. Computer Science Computation Theory Complexity Theory Machine Models Algorithms Knowledge Theory Information Theory Semantics

Peter van Emde Boas: The Games of Computer Science. Games in Computer Science Evasive Graph properties ( ) Information & Uncertainty (Traub ea ) Pebble Game (Register Allocation, Theory 1970+) Tiling Game (Reduction Theory ) Alternating Computation Model ( ) Interactive Proofs /Arthur Merlin Games (1983+) Zero Knowledge Protocols (1984+) Creating Cooperation on the Internet (1999+) E-commerce (1999+) Logic and Games (1950+) Language Games, Argumentation (500 BC)

Peter van Emde Boas: The Games of Computer Science. Game Theory Theory of Strategic Interaction Attributes –Discrete vs. Continuous ( state space ) –Cooperative vs. Non-Cooperative ( pay-off ) –Perfect Information vs. Imperfect Information ( Information sets ) Knowledge Theory

Peter van Emde Boas: The Games of Computer Science. PARTICIPANTS & MOVES Single player - no choices Single player - random moves Single player - choices : Solitaire Two players - choices Two players - choices and random moves Two players - concurrent moves More Players - Coalitions

Peter van Emde Boas: The Games of Computer Science. COMPUTATION Deterministic Nondeterministic Probabilistic Alternating Interactive protocols Concurrency

Peter van Emde Boas: The Games of Computer Science. COMPUTATION Notion of Configurations: Nodes Notion of Transitions: Edges Non-uniqueness of transition: Out-degree > 1 - Nondeterminism Initial Configuration : Root Terminal Configuration : Leaf Computation : Branch Tree Acceptance Condition: Property of trees

Peter van Emde Boas: The Games of Computer Science. Linking Games and Computations Single player - no choices : Routine : Determinism Single player - choices : Solitaire : Nondeterminism Two players – choices : Finite Combinatorial Games : Alternating Computation Single player - random moves : Gambling : Probabilistic Algorithms Two players - choices and random moves : Interactive Proof Systems Several players & Coalitions - group moves : Multi Prover Systems

Peter van Emde Boas: The Games of Computer Science. © Games Workshop URGAT Orc Big Boss THORGRIM Dwarf High King Introducing the Opponents Games involve strategic interaction......

Peter van Emde Boas: The Games of Computer Science. Extensive Form - close to Computation Game Trees (Extensive Form - close to Computation) Root Terminal node: Thorgrim’s turn Urgat’s turn Terminal node: Non Zero-Sum Game: Payoffs explicitly designated at terminal node 2 / 02 / 0 5 / -71 / 4 -1 / 4 3 / 13 / 1 -3 / 21 / -1

Peter van Emde Boas: The Games of Computer Science. Backward Induction Root Terminal node: Thorgrim’s turn Urgat’s turn Terminal node: Non Zero-Sum Game: Pay-offs computed for all game nodes including the Root. 2 / 02 / 0 5 / -71 / 4 -1 / 4 3 / 13 / 1 -3 / 21 / -1 2 / 02 / 0 3 / 13 / 1 1 / 4 -3 / 2 1 / 4

Peter van Emde Boas: The Games of Computer Science. Backward Induction 2 / 02 / 0 5 / -71 / 4 -1 / 4 3 / 13 / 1 -3 / 21 / -1 2 / 02 / 0 3 / 13 / 1 1 / 4 -3 / 2 1 / 4 At terminal nodes: Pay-off as explicitly given At Thorgrim’s nodes: Pay-off inherited from Thorgrim’s optimal choice At Urgat’s nodes: Pay-off inherited from Urgat’s optimal choice For strictly competetive games this is the Max-Min rule

Peter van Emde Boas: The Games of Computer Science. Bi-Matrix Games © Games Workshop Runesmith Dragon SquiggOgre R D OS 1/-1 -1/1 A Game specified by describing the Pay-off Matrix....

Peter van Emde Boas: The Games of Computer Science. Von Neumann’s Theorem ( )/2 :+ ( )/2+ © Games Workshop R D SO R D OS 1/-1 -1/1 Mixed Strategy Nash Equilibrium; no player can improve his pay-off by deviation.

Peter van Emde Boas: The Games of Computer Science. A Game © Donald Duck 1999 # 35 Starting with 15 matches players alternatively take 1, 2 or 3 matches away until none remain. The player ending up with an odd number of matches wins the game A Game specified by describing the rules of the game....

Peter van Emde Boas: The Games of Computer Science. Questions about this Game What if the number of matches is even? Can any of the two players force a win by clever playing? How does the winner depend on the number of matches Is this dependency periodic? If so WHY?

Peter van Emde Boas: The Games of Computer Science. The Mechanism Several of the results encountered in Computation Theory and in the Logic and Games Community are of the form: Formula  is OK (true, provable, valid) iff the game G(  ) has a winning strategy for the first player, where G(  ) is obtained by some explicit construction. Topic in these talks: This Reduction Mechanism Which properties can be characterized this way ??

Peter van Emde Boas: The Games of Computer Science. An Unfair Reduction If Hoatlacotlincotitli faces an Opponent which is Worthy he will challenge her to a game of HEX where she moves first (and consequently she can win). Otherwise she is the First Player in a game of NIM with piles of sizes 5,6,9 and 10 (which she will loose if Hoatl plays well). Hence: Only Worthy Opponents have a winning stategy.... ©Games Workshop

Peter van Emde Boas: The Games of Computer Science. The Model: Games as Acceptors Input X is mapped to some game G(X) The mapping X  G(X) is easy to compute (computable in Polynomial Time or Logarithmic Space) Consequence: G(X) has a Polynomial Size Description. (Leaving open what the Proper Descriptions are.) L G := { X | G(X) has a winning strategy for the first player } Which Languages L can be characterized in this way ?

Peter van Emde Boas: The Games of Computer Science. COMPLEXITY ENDGAME ANALYSIS Input Data: Game G, Position p in G Question: Is position p a winning position for Thorgrim ? for Urgat ? a Draw ? Relevant Issues: Game presentation, Game structure (tree, graph, description) Determinacy (Imperfect Information!)

Peter van Emde Boas: The Games of Computer Science. The Impact of the Format Thinking about simple games like Tic-Tac-Toe one considers the size of the game to be indicated by measures like: -- size configuration ( 9 cells possibly with marks) -- depth (duration) game (at most 9 moves) The full game tree is much larger : nodes (disregarding early terminated plays) The size of the strategic form is beyond imagination..... What size measure should we use for complexity theory estimates ??

Peter van Emde Boas: The Games of Computer Science. The Impact of the Format The gap between the experienced size (Wood Measure : configuration size & depth) and the size of the game tree is Exponential ! Another Exponential Gap between the game tree and the strategic form. These Gaps are highly relevant for Complexity! Here: use configuration size and depth as size measures for input games. Estimate complexity of endgame analysis in terms of the Wood Measure.

Peter van Emde Boas: The Games of Computer Science. Backward Induction in PSPACE? The Standard Dynamic Programming Algorithm for Backward Induction uses the entire Configuration Graph as a Data Structure: Exponential Space ! Instead we can Use Recursion over Sequences of Moves: This Recursion proceeds in the game tree from the Leaves to the Root. Relevant issues: Draws possible? Terminating Game? Loops ?

Peter van Emde Boas: The Games of Computer Science. Backward Induction in PSPACE? This Recursive scheme combines recursion (over move sequence) with iteration (over locally legal moves). Correct only for determinated games! Space Consumption = O( | Stackframe |. Recursion Depth ) | Stackframe | = O( | Move sequence | + | Configuration| ) Recursion Depth = | Move sequence | = O( Duration Game ) So the game duration should be polynomial!

Peter van Emde Boas: The Games of Computer Science. REASONABLE GAMES Assumptions for the sequel: Finite Perfect Information (Zero Sum) Games Structure: tree given by description, where deciding properties like is p a position ?, is p final ? is p starting position ?, who has to move in p ?, and the generation of successors of p are all trivial problems..... The tree can be generated in time proportional to its size..... Moreover the duration of a play is polynomial.

Peter van Emde Boas: The Games of Computer Science. THE HOLY QUADRINITY FINITE COMBINATORIAL GAMES QUANTIFIED PROPOSITIONAL LOGIC (QBF) : ALTERNATION PSPACE UNRESTRICTED UNIFORM PARALLELISM

Peter van Emde Boas: The Games of Computer Science. Known Hardness results on Games in Complexity Theory (1980+) QBF ( PSPACE ) ( the “mother game” ) Tiling Games (NP, PSPACE, NEXPTIME,....) Pebbling Game (PSPACE) (solitaire game!) Geography (PSPACE) HEX (generalized or pure) (PSPACE) Checkers, Go (PSPACE) Block Moving Problems (PSPACE) Chess (EXPTIME) (repetition of moves ! ) The Common View is that Games Characterize PSPACE

Peter van Emde Boas: The Games of Computer Science. Walter Savitch ICSOR; CWI, Aug 1976 San Diego, Oct 1983 © Peter van Emde Boas Proved PSPACE = NPSPACE around 1970

Peter van Emde Boas: The Games of Computer Science. Polynomial Space Configuration Graph Configurations & Transitions: –(finite) State, Focus of Interaction & Memory Contents –Transitions are Local (involving State and Memory locations in Focus only; Focus may shift). Only a Finite number of Transitions in a Configuration –Input Space doesn´t count for Space Measure

Peter van Emde Boas: The Games of Computer Science. Polynomial Space Configuration Graph Exponential Size Configuration Graph: – input lenght: |x| = k ; Space bound: S(k) –Number of States: q (constant) –Number of Focus Locations: k.S(k) t (where t denotes the number of “heads”) –Number of Memory Contents: C S(k) –Together: q.k.S(k) t. C S(k) = 2 O(S(k)) (assuming S(k) =  (log(k) )

Peter van Emde Boas: The Games of Computer Science. The Savitch Game Given: some input x for a PSPACE acceptor M (M can be nondeterministic) To Construct: a 2 person Complete Information reasonable Game G(M,x) such that x is accepted by M iff the first player has a winning strategy in G(M,x) WLOG: time accepting computation ≤ 2 (S(|x|))

Peter van Emde Boas: The Games of Computer Science. The Savitch Game Aethis Thorgrim © Games Workshop Typical Position: Configurations C 1, C 2 and Time Interval t 1 < t 2 | C 1 |, | C 2 | ≤ (S(|x|)), 0 ≤ t 1 < t 2 ≤ 2 (S(|x|)) ROUND of the Game : Thorgrim chooses t 3 such that t 1 < t 3 < t 2 Aethis chooses C 3 at t 3 Thorgrim decides to continue with either C 1, C 3 and t 1 < t 3 or C 3, C 2 and t 3 < t 2

Peter van Emde Boas: The Games of Computer Science. The Savitch Game Initial Position: C 1 is the starting position and C 2 the (unique) accepting Configuration. 0 = t 1 and t 2 = 2 (S(|x|)) Final Position: t 2 - t 1 = 1 Aethis wins if C 1 ---> C 2 is a legal transition; otherwise Thorgrim wins the game Polynomial duration enforced by requiring (t 2 - t 1 ).  ≤ (t 3 - t 1 ) ≤ (t 2 - t 1 ).(1-  ) for some fixed  satisfying 0 <  ≤ 1/2

Peter van Emde Boas: The Games of Computer Science. The Savitch Game Winning Strategies: If x is accepted Aethis can win the game by being truthful (always play the true configuration in some Accepting Computation...) If x is not accepted the assertion entailed by the initial position is false. Regardless the configuration C 3 chosen by Aethis he must make a false assertion either on the first or on the second interval (or both). Thorgim wins by always attacking the false interval....

Peter van Emde Boas: The Games of Computer Science. The Savitch Game The Punchline: Endgame Analysis of the Savitch Game is in Deterministic PSPACE, even if the original acceptor was Nondeterministic: NPSPACE = PSPACE ! an Alternative (direct) proof of the Savitch Theorem....

Peter van Emde Boas: The Games of Computer Science. The Savitch Game Final remarks: Aethis can play his winning strategy if he knows the accepting computation. Thorgrim can play his winning strategy if he can locate errors. Utterly unfeasible.... COMPARE THIS WITH INTERACTIVE PROTOCOLS: PSPACE = IP

Peter van Emde Boas: The Games of Computer Science. The Basic Interactive Model Prover Verifier input tape communication tapes work tapes random tapes

Peter van Emde Boas: The Games of Computer Science. Using the Interactive Model One of P or V opens the Communication Next both Participants Exchange a Sequence of Messages, based on: Contents Private Memory Input Visible Coin Flips Earlier Messages (Send and) Received so far Current Message At some point V decides to Accept the input (I am convinced - you win) or to Reject it (I don’t Believe you - you loose)

Peter van Emde Boas: The Games of Computer Science. Computational Assumptions Verifier is a P-time bounded Probabilistic Device Prover (in principle) can do everything (restrictions => feasibility) All messages and the number of messages are P-bounded. Consequently, even if P can perform arbiltrarily complex computations, it makes no sense to use these in order to generate complex messages, since V has to read them, and P could generate them using nondeterminism as well.

Peter van Emde Boas: The Games of Computer Science. Accepting a Language L For every x in L the Prover P has a Strategy which with High Probability will convince the Verifier For every x outside L, regardless the strategy followed by the Prover, the Verifier will reject with High Probability IP = class of languages accepted by Interactive Proof Systems

Peter van Emde Boas: The Games of Computer Science. The Participants Thorgrim; our wise Prover Urgat; our sceptical Verifier Stragtos; fully deterministic Orion; Random moves only © the Games Workshop

Peter van Emde Boas: The Games of Computer Science. Various Models Verifier vs. Prover Stragtos vs. Orion: Probabilistic Computation Rabin, Strassen Solovay Orion vs. Thorgrim: Games against Nature unbounded errorPapadimitriou’s model Orion vs. Thorgrim:Arthur Merlin Games Babai & Moran Urgat vs. Thorgrim:Interactive Protocols Goldwasser Micali Rackoff

Peter van Emde Boas: The Games of Computer Science. Where is the Beef ? The name of the area: Interactive Protocols, suggests that Interaction is the newly added ingredient. Interaction already resides in the Alternating Computation Model! The Key Addition therefore is Randomization.

Peter van Emde Boas: The Games of Computer Science. Leaf Languages Nondeterministic Computation Tree with Ordered Binary Choices Everywhere. Yields string of 2 T labels at leafs. Accepts on the basis of some property of this string. Backward Induction only for Regular properties (but where is the Game?? ) Can Leaf Languages be analyzed by Games?

Peter van Emde Boas: The Games of Computer Science. Incomplete Information Games Things which go wrong: -- Simple games no longer are determinated -- Information sets capture uncertainty -- Nodes may belong to multiple information sets: disambiguation causes exponential blow-up in size Uniform strategies are required -- Earlier algorithms become incorrect if used on nodes without disambiguation WANTED: a complexity theory for Incomplete Information Games......

Peter van Emde Boas: The Games of Computer Science. CONCLUSIONS There exists a Link between Games and Computational Models Reasonable Games have PSPACE complete endgame analysis (but this tells more about reasonability than about PSPACE.... ) This Theory already existed around 1980 (but at that time Games were not taken serious.... ) Theory fails for Imperfect Information Games Unclear position Leaf Languages