Several distinct techniques have been proposed to design quasi-polynomial algorithms for solving parity games since the breakthrough result of Calude, Jain, Khoussainov, Li, and Stephan (2017): play summaries, progress measures and register games. We argue that all those techniques can be viewed as instances of the separation approach to solving parity games, a key technical component of which is constructing (explicitly or implicitly) an automaton that separates languages of words encoding plays that are (decisively) won by either of the two players. Our main technical result is a quasi-polynomial lower bound on the size of such separating automata that nearly matches the current best upper bounds. This forms a barrier that all existing approaches must overcome in the ongoing quest for a polynomial-time algorithm for solving parity games.The key and fundamental concept that we introduce and study is a universal ordered tree. The technical highlights are a quasi-polynomial lower bound on the size of universal ordered trees and a proof that every separating safety automaton has a universal tree hidden in its state space.
Abstract. We consider two-player games played on finite graphs equipped with costs on edges and introduce two winning conditions, cost-parity and cost-Streett, which require bounds on the cost between requests and their responses. Both conditions generalize the corresponding classical omega-regular conditions and the corresponding finitary conditions.For parity games with costs we show that the first player has positional winning strategies and that determining the winner lies in NP and coNP. For Streett games with costs we show that the first player has finite-state winning strategies and that determining the winner is EXPTIME-complete. The second player might need infinite memory in both games. Both types of games with costs can be solved by solving linearly many instances of their classical variants.
Abstract. The value 1 problem is a decision problem for probabilistic automata over finite words: given a probabilistic automaton, are there words accepted with probability arbitrarily close to 1? This problem was proved undecidable recently; to overcome this, several classes of probabilistic automata of different nature were proposed, for which the value 1 problem has been shown decidable. In this paper, we introduce yet another class of probabilistic automata, called leaktight automata, which strictly subsumes all classes of probabilistic automata whose value 1 problem is known to be decidable.We prove that for leaktight automata, the value 1 problem is decidable (in fact, PSPACEcomplete) by constructing a saturation algorithm based on the computation of a monoid abstracting the behaviours of the automaton. We rely on algebraic techniques developed by Simon to prove that this abstraction is complete. Furthermore, we adapt this saturation algorithm to decide whether an automaton is leaktight.Finally, we show a reduction allowing to extend our decidability results from finite words to infinite ones, implying that the value 1 problem for probabilistic leaktight parity automata is decidable. ACM CCS: [Theory of computation]:Models of computation-Probabilistic computation.
In this paper, we give a self contained presentation of a recent breakthrough in the theory of infinite duration games: the existence of a quasipolynomial time algorithm for solving parity games. We introduce for this purpose two new notions: good for small games automata and universal graphs. The first object, good for small games automata, induces a generic algorithm for solving games by reduction to safety games. We show that it is in a strong sense equivalent to the second object, universal graphs, which is a combinatorial notion easier to reason with. Our equivalence result is very generic in that it holds for all existential memoryless winning conditions, not only for parity conditions.
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