# Qualitative Analysis of Concurrent Mean-payoff Games

arXiv: https://arxiv.org/abs/1409.5306 · HTML: https://mlsanity.com/paper/1409.5306/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 18 Sep 2014.

## Built on by (most cited first, 2 of 2)

- [Strategy Synthesis for Zero-Sum Neuro-Symbolic Concurrent Stochastic Games](https://mlsanity.com/paper/2202.06255/) (2022)
- [Reinforcement Learning with Depreciating Assets](https://mlsanity.com/paper/2302.14176/) (2023)

## Abstract (arXiv)

We consider concurrent games played by two-players on a finite-state graph, where in every round the players simultaneously choose a move, and the current state along with the joint moves determine the successor state. We study a fundamental objective, namely, mean-payoff objective, where a reward is associated to each transition, and the goal of player 1 is to maximize the long-run average of the rewards, and the objective of player 2 is strictly the opposite. The path constraint for player 1 could be qualitative, i.e., the mean-payoff is the maximal reward, or arbitrarily close to it; or quantitative, i.e., a given threshold between the minimal and maximal reward. We consider the computation of the almost-sure (resp. positive) winning sets, where player 1 can ensure that the path constraint is satisfied with probability 1 (resp. positive probability). Our main results for qualitative path constraints are as follows: (1) we establish qualitative determinacy results that show that for every state either player 1 has a strategy to ensure almost-sure (resp. positive) winning against all player-2 strategies, or player 2 has a spoiling strategy to falsify almost-sure (resp. positive) winning against all player-1 strategies; (2) we present optimal strategy complexity results that precisely characterize the classes of strategies required for almost-sure and positive winning for both players; and (3) we present quadratic time algorithms to compute the almost-sure and the positive winning sets, matching the best known bound of algorithms for much simpler problems (such as reachability objectives). For quantitative constraints we show that a polynomial time solution for the almost-sure or the positive winning set would imply a solution to a long-standing open problem (the value problem for turn-based deterministic mean-payoff games) that is not known to be solvable in polynomial time.
