We present a general construction for eliminating imperfect information from games with several players who coordinate against nature, and to transform them into two-player games with perfect information while preserving winning strategy profiles. The construction yields an infinite game tree with epistemic models associated to nodes. To obtain a more succinct representation, we define an abstraction based on homomorphic equivalence, which we prove to be sound for games with observable winning conditions. The abstraction generates finite game graphs in several relevant cases, and leads to a new semi-decision procedure for multi-player games with imperfect information.
@InProceedings{berwanger_et_al:LIPIcs.FSTTCS.2011.387, author = {Berwanger, Dietmar and Kaiser, Lukasz and Puchala, Bernd}, title = {{A Perfect-Information Construction for Coordination in Games}}, booktitle = {IARCS Annual Conference on Foundations of Software Technology and Theoretical Computer Science (FSTTCS 2011)}, pages = {387--398}, series = {Leibniz International Proceedings in Informatics (LIPIcs)}, ISBN = {978-3-939897-34-7}, ISSN = {1868-8969}, year = {2011}, volume = {13}, editor = {Chakraborty, Supratik and Kumar, Amit}, publisher = {Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik}, address = {Dagstuhl, Germany}, URL = {https://drops.dagstuhl.de/entities/document/10.4230/LIPIcs.FSTTCS.2011.387}, URN = {urn:nbn:de:0030-drops-33354}, doi = {10.4230/LIPIcs.FSTTCS.2011.387}, annote = {Keywords: Distributed Synthesis, Games on Graphs, Imperfect Information, Epistemic Models} }
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