6 research outputs found
Synthesizing Permissive Winning Strategy Templates for Parity Games
We present a novel method to compute \emph{permissive winning strategies} in
two-player games over finite graphs with -regular winning conditions.
Given a game graph and a parity winning condition , we compute a
\emph{winning strategy template} that collects an infinite number of
winning strategies for objective in a concise data structure. We use
this new representation of sets of winning strategies to tackle two problems
arising from applications of two-player games in the context of cyber-physical
system design -- (i) \emph{incremental synthesis}, i.e., adapting strategies to
newly arriving, \emph{additional} -regular objectives , and (ii)
\emph{fault-tolerant control}, i.e., adapting strategies to the occasional or
persistent unavailability of actuators. The main features of our strategy
templates -- which we utilize for solving these challenges -- are their easy
computability, adaptability, and compositionality. For \emph{incremental
synthesis}, we empirically show on a large set of benchmarks that our technique
vastly outperforms existing approaches if the number of added specifications
increases. While our method is not complete, our prototype implementation
returns the full winning region in all 1400 benchmark instances, i.e., handling
a large problem class efficiently in practice.Comment: CAV'2
Semiring Provenance for B\"uchi Games: Strategy Analysis with Absorptive Polynomials
This paper presents a case study for the application of semiring semantics
for fixed-point formulae to the analysis of strategies in B\"uchi games.
Semiring semantics generalizes the classical Boolean semantics by permitting
multiple truth values from certain semirings. Evaluating the fixed-point
formula that defines the winning region in a given game in an appropriate
semiring of polynomials provides not only the Boolean information on who wins,
but also tells us how they win and which strategies they might use. This is
well-understood for reachability games, where the winning region is definable
as a least fixed point. The case of B\"uchi games is of special interest, not
only due to their practical importance, but also because it is the simplest
case where the fixed-point definition involves a genuine alternation of a
greatest and a least fixed point.
We show that, in a precise sense, semiring semantics provide information
about all absorption-dominant strategies -- strategies that win with minimal
effort, and we discuss how these relate to positional and the more general
persistent strategies. This information enables further applications such as
game synthesis or determining minimal modifications to the game needed to
change its outcome. Lastly, we discuss limitations of our approach and present
questions that cannot be immediately answered by semiring semantics.Comment: Full version of a paper submitted to GandALF 202
Computing Adequately Permissive Assumptions for Synthesis
We solve the problem of automatically computing a new class of environment
assumptions in two-player turn-based finite graph games which characterize an
``adequate cooperation'' needed from the environment to allow the system player
to win. Given an -regular winning condition for the system
player, we compute an -regular assumption for the environment
player, such that (i) every environment strategy compliant with allows
the system to fulfill (sufficiency), (ii) can be fulfilled by the
environment for every strategy of the system (implementability), and (iii)
does not prevent any cooperative strategy choice (permissiveness).
For parity games, which are canonical representations of -regular
games, we present a polynomial-time algorithm for the symbolic computation of
adequately permissive assumptions and show that our algorithm runs faster and
produces better assumptions than existing approaches -- both theoretically and
empirically. To the best of our knowledge, for -regular games, we
provide the first algorithm to compute sufficient and implementable environment
assumptions that are also permissive.Comment: TACAS 202
Optimal Strategies in Weighted Limit Games
We prove the existence and computability of optimal strategies in weighted
limit games, zero-sum infinite-duration games with a B\"uchi-style winning
condition requiring to produce infinitely many play prefixes that satisfy a
given regular specification. Quality of plays is measured in the maximal weight
of infixes between successive play prefixes that satisfy the specification.Comment: In Proceedings GandALF 2020, arXiv:2009.09360. Full version at
arXiv:2008.1156
Algorithms for Büchi Games
The classical algorithm for solving Büchi games requires time O(n · m) for game graphs with n states and m edges. For game graphs with constant outdegree, the best known algorithm has running time O(n 2 / log n). We present two new algorithms for Büchi games. First, we give an algorithm that performs at most O(m) more work than the classical algorithm, but runs in time O(n) on infinitely many graphs of constant outdegree on which the classical algorithm requires time O(n 2). Second, we give an algorithm with running time O(n · m · log δ(n) / log n), where 1 ≤ δ(n) ≤ n is the outdegree of the game graph. Note that this algorithm performs asymptotically better than the classical algorithm if δ(n) = O(log n)