2016
DOI: 10.1007/978-3-319-41540-6_15
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Solving Parity Games via Priority Promotion

Abstract: We consider parity games, a special form of two-player infiniteduration games on numerically labelled graphs, whose winning condition requires that the maximal value of a label occurring infinitely often during a play be of some specific parity. The problem has a rather intriguing status from a complexity theoretic viewpoint, since it belongs to the class UPTime ∩ CoUPTime, and still open is the question whether it can be solved in polynomial time. Parity games also have great practical interest, as they arise… Show more

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Cited by 22 publications
(60 citation statements)
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“…Selecting a random strategy that stays in the won region is therefore incorrect. A smarter but still incorrect method is to try to play to the highest priority vertex of the winner's parity, by repeatedly attracting to the highest vertices like in attractor-based algorithms [1,4,25]. This however does not always produce a correct result.…”
Section: Distractionsmentioning
confidence: 99%
“…Selecting a random strategy that stays in the won region is therefore incorrect. A smarter but still incorrect method is to try to play to the highest priority vertex of the winner's parity, by repeatedly attracting to the highest vertices like in attractor-based algorithms [1,4,25]. This however does not always produce a correct result.…”
Section: Distractionsmentioning
confidence: 99%
“…The priority promotion approach proposed in [2] attacks the problem of solving a parity game by computing one of its dominions D, for some player α ∈ {0, 1}, at a time. Indeed, once the α-attractor D ⋆ of D is removed from , the smaller game \ D ⋆ is obtained, whose positions are winning for one player iff they are winning for the same player in the original game.…”
Section: The Priority Promotion Approachmentioning
confidence: 99%
“…A closed α-region in a game is clearly an α-dominion in that game. These observations give us an easy and efficient way to extract a quasi dominion from every subgame: collect the α-attractor of the positions with maximal priority p in the subgame, where p ≡ 2 α, and assign p as priority of the resulting region R. This priority, called measure of R, intuitively corresponds to an under-approximation of the best priority player α can force the opponent α to visit along any play exiting from R. Proposition 3.1 (Region Extension [2]). Let ∈ PG be a game and R ⊆ Ps an α-region in .…”
Section: Definition 31 (Quasi Dominionmentioning
confidence: 99%
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