# Value Iteration for Simple Stochastic Games: Stopping Criterion and Learning Algorithm

arXiv: https://arxiv.org/abs/1804.04901 · HTML: https://mlsanity.com/paper/1804.04901/

## Key facts

- Cited by 8 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 13 Apr 2018.

## Built on by (most cited first, 8 of 8)

- [PAC Statistical Model Checking of Mean Payoff in Discrete- and Continuous-Time MDP](https://mlsanity.com/paper/2206.01465/) (2022)
- [Playing Games with your PET: Extending the Partial Exploration Tool to Stochastic Games](https://mlsanity.com/paper/2405.03885/) (2024)
- [Stopping Criteria for Value Iteration on Stochastic Games with Quantitative Objectives](https://mlsanity.com/paper/2304.09930/) (2023)
- [Multi-Agent Verification and Control with Probabilistic Model Checking](https://mlsanity.com/paper/2308.02829/) (2023)
- [Easy-to-Use Shielding for Reinforcement Learning](https://mlsanity.com/paper/2606.03804/) (2026)
- [Stopping Criteria for Value Iteration on Concurrent Stochastic Reachability and Safety Games](https://mlsanity.com/paper/2505.21087/) (2025)
- [PAC Learning in Turn-Based Stochastic Games with Reachability Objectives: A Decentralized Private Approach via Expected Conditional Distance](https://mlsanity.com/paper/2607.14877/) (2026)
- [dtControl2+varepsilon: Trading Optimality for Explainability in MDPs via Decision Trees](https://mlsanity.com/paper/2607.25925/) (2026)

## Abstract (arXiv)

Simple stochastic games can be solved by value iteration (VI), which yields a sequence of under-approximations of the value of the game. This sequence is guaranteed to converge to the value only in the limit. Since no stopping criterion is known, this technique does not provide any guarantees on its results. We provide the first stopping criterion for VI on simple stochastic games. It is achieved by additionally computing a convergent sequence of over-approximations of the value, relying on an analysis of the game graph. Consequently, VI becomes an anytime algorithm returning the approximation of the value and the current error bound. As another consequence, we can provide a simulation-based asynchronous VI algorithm, which yields the same guarantees, but without necessarily exploring the whole game graph.
