# Different Strokes in Randomised Strategies: Revisiting Kuhn's Theorem under Finite-Memory Assumptions

arXiv: https://arxiv.org/abs/2201.10825 · HTML: https://mlsanity.com/paper/2201.10825/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 26 Jan 2022.

## Built on by (most cited first, 3 of 3)

- [Mixing Any Cocktail with Limited Ingredients: On the Structure of Payoff Sets in Multi-Objective POMDPs and its Impact on Randomised Strategies](https://mlsanity.com/paper/2502.18296/) (2025)
- [Taming Infinity one Chunk at a Time: Concisely Represented Strategies in One-Counter MDPs](https://mlsanity.com/paper/2503.00788/) (2025)
- [Simplicity Lies in the Eye of the Beholder: A Strategic Perspective on Controllers in Reactive Synthesis](https://mlsanity.com/paper/2509.04129/) (2025)

## Abstract (arXiv)

Two-player (antagonistic) games on (possibly stochastic) graphs are a prevalent model in theoretical computer science, notably as a framework for reactive synthesis. Optimal strategies may require randomisation when dealing with inherently probabilistic goals, balancing multiple objectives, or in contexts of partial information. There is no unique way to define randomised strategies. For instance, one can use so-called mixed strategies or behavioural ones. In the most general setting, these two classes do not share the same expressiveness. A seminal result in game theory -- Kuhn's theorem -- asserts their equivalence in games of perfect recall. This result crucially relies on the possibility for strategies to use infinite memory, i.e., unlimited knowledge of all past observations. However, computer systems are finite in practice. Hence it is pertinent to restrict our attention to finite-memory strategies, defined as automata with outputs. Randomisation can be implemented in these in different ways: the initialisation, outputs or transitions can be randomised or deterministic respectively. Depending on which aspects are randomised, the expressiveness of the corresponding class of finite-memory strategies differs. In this work, we study two-player concurrent stochastic games and provide a complete taxonomy of the classes of finite-memory strategies obtained by varying which of the three aforementioned components are randomised. Our taxonomy holds in games of perfect and imperfect information with perfect recall, and in games with more than two players. We also provide an adapted taxonomy for games with imperfect recall.
