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Julia Eisentraut

Possible papers associated with this exact author name in Arrow. This page groups case-insensitive exact name matches and is not a full identity disambiguation profile.

2 papers
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2

I&C Journal 2022 Journal Article

Value iteration for simple stochastic games: Stopping criterion and learning algorithm

  • Julia Eisentraut
  • Edon Kelmendi
  • Jan Křetínský
  • Maximilian Weininger

The classical problem of reachability in simple stochastic games is typically solved by value iteration (VI), which produces a sequence of under-approximations of the value of the game, but is only guaranteed to converge in the limit. We provide an additional converging sequence of over-approximations, based on an analysis of the game graph. Together, these two sequences entail the first error bound and hence the first stopping criterion for VI on simple stochastic games, indicating when the algorithm can be stopped for a given precision. Consequently, VI becomes an anytime algorithm returning the approximation of the value and the current error bound. We further use this error bound to provide a learning-based asynchronous VI algorithm; it uses simulations and thus often avoids exploring the whole game graph, but still yields the same guarantees. Finally, we experimentally show that the overhead for computing the additional sequence of over-approximations often is negligible.

Highlights Conference 2020 Conference Abstract

Expected Cost Analysis of Attack-Defense Trees using Stochastic Games

  • Julia Eisentraut

Joint work with Jan Křetínský (published at QEST 2019) Attack-defense trees (ADT) are an established formalism for assessing system security. In this talk, I present an extension of ADT with costs and success probabilities and present a framework to analyze the probability of a successful attack/defense, its expected cost, and its probability for a given maximum cost. Analysis requires to model the problem using sequential decision-making and non-tree structures, in contrast to classical ADT analysis. On the technical side, I show three algorithms: (i) reduction to PRISM-games, (ii) dedicated game solution utilizing the structure of the problem, and (iii) direct analysis of ADT for certain settings.

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