To Reach or not to Reach? Efficient Algorithms for Total-Payoff Games
Thomas Brihaye, Gilles Geeraerts, Axel Haddad, Benjamin Monmege

TL;DR
This paper introduces the first pseudo-polynomial time algorithm for total-payoff games on weighted graphs, using a novel value iteration approach and extending to min-cost reachability games with practical heuristics.
Contribution
It presents a new pseudo-polynomial algorithm for total-payoff games and develops an efficient value iteration method for min-cost reachability games, including heuristics for faster computation.
Findings
First pseudo-polynomial algorithm for total-payoff games
Efficient value iteration algorithm for min-cost reachability games
Heuristics to improve computational speed
Abstract
Quantitative games are two-player zero-sum games played on directed weighted graphs. Total-payoff games (that can be seen as a refinement of the well-studied mean-payoff games) are the variant where the payoff of a play is computed as the sum of the weights. Our aim is to describe the first pseudo-polynomial time algorithm for total-payoff games in the presence of arbitrary weights. It consists of a non-trivial application of the value iteration paradigm. Indeed, it requires to study, as a milestone, a refinement of these games, called min-cost reachability games, where we add a reachability objective to one of the players. For these games, we give an efficient value iteration algorithm to compute the values and optimal strategies (when they exist), that runs in pseudo-polynomial time. We also propose heuristics allowing one to possibly speed up the computations in both cases.
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
