1,189 research outputs found

    REGISTER GAMES

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    The complexity of parity games is a long standing open problem that saw a major breakthrough in 2017 when two quasi-polynomial algorithms were published. This article presents a third, independent approach to solving parity games in quasi-polynomial time, based on the notion of register game, a parameterised variant of a parity game. The analysis of register games leads to a quasi-polynomial algorithm for parity games, a polynomial algorithm for restricted classes of parity games and a novel measure of complexity, the register index, which aims to capture the combined complexity of the priority assignement and the underlying game graph. We further present a translation of alternating parity word automata into alternating weak automata with only a quasi-polynomial increase in size, based on register games; this improves on the previous exponential translation. We also use register games to investigate the parity index hierarchy: while for words the index hierarchy of alternating parity automata collapses to the weak level, and for trees it is strict, for structures between trees and words, it collapses logarithmically, in the sense that any parity tree automaton of size n is equivalent, on these particular classes of structures, to an automaton with a number of priorities logarithmic in n

    On the Borel Inseparability of Game Tree Languages

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    The game tree languages can be viewed as an automata-theoretic counterpart of parity games on graphs. They witness the strictness of the index hierarchy of alternating tree automata, as well as the fixed-point hierarchy over binary trees. We consider a game tree language of the first non-trivial level, where Eve can force that 0 repeats from some moment on, and its dual, where Adam can force that 1 repeats from some moment on. Both these sets (which amount to one up to an obvious renaming) are complete in the class of co-analytic sets. We show that they cannot be separated by any Borel set, hence {\em a fortiori} by any weakly definable set of trees. This settles a case left open by L.Santocanale and A.Arnold, who have thoroughly investigated the separation property within the ÎĽ\mu -calculus and the automata index hierarchies. They showed that separability fails in general for non-deterministic automata of type ÎŁnÎĽ\Sigma^{\mu}_{n} , starting from level n=3n=3, while our result settles the missing case n=2n=2

    Relational semantics of linear logic and higher-order model-checking

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    In this article, we develop a new and somewhat unexpected connection between higher-order model-checking and linear logic. Our starting point is the observation that once embedded in the relational semantics of linear logic, the Church encoding of any higher-order recursion scheme (HORS) comes together with a dual Church encoding of an alternating tree automata (ATA) of the same signature. Moreover, the interaction between the relational interpretations of the HORS and of the ATA identifies the set of accepting states of the tree automaton against the infinite tree generated by the recursion scheme. We show how to extend this result to alternating parity automata (APT) by introducing a parametric version of the exponential modality of linear logic, capturing the formal properties of colors (or priorities) in higher-order model-checking. We show in particular how to reunderstand in this way the type-theoretic approach to higher-order model-checking developed by Kobayashi and Ong. We briefly explain in the end of the paper how his analysis driven by linear logic results in a new and purely semantic proof of decidability of the formulas of the monadic second-order logic for higher-order recursion schemes.Comment: 24 pages. Submitte

    On the Problem of Computing the Probability of Regular Sets of Trees

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    We consider the problem of computing the probability of regular languages of infinite trees with respect to the natural coin-flipping measure. We propose an algorithm which computes the probability of languages recognizable by \emph{game automata}. In particular this algorithm is applicable to all deterministic automata. We then use the algorithm to prove through examples three properties of measure: (1) there exist regular sets having irrational probability, (2) there exist comeager regular sets having probability 00 and (3) the probability of \emph{game languages} Wi,kW_{i,k}, from automata theory, is 00 if kk is odd and is 11 otherwise

    Formats of Winning Strategies for Six Types of Pushdown Games

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    The solution of parity games over pushdown graphs (Walukiewicz '96) was the first step towards an effective theory of infinite-state games. It was shown that winning strategies for pushdown games can be implemented again as pushdown automata. We continue this study and investigate the connection between game presentations and winning strategies in altogether six cases of game arenas, among them realtime pushdown systems, visibly pushdown systems, and counter systems. In four cases we show by a uniform proof method that we obtain strategies implementable by the same type of pushdown machine as given in the game arena. We prove that for the two remaining cases this correspondence fails. In the conclusion we address the question of an abstract criterion that explains the results

    Emptiness Of Alternating Tree Automata Using Games With Imperfect Information

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    We consider the emptiness problem for alternating tree automata, with two acceptance semantics: classical (all branches are accepted) and qualitative (almost all branches are accepted). For the classical semantics, the usual technique to tackle this problem relies on a Simulation Theorem which constructs an equivalent non-deterministic automaton from the original alternating one, and then checks emptiness by a reduction to a two-player perfect information game. However, for the qualitative semantics, no simulation of alternation by means of non-determinism is known. We give an alternative technique to decide the emptiness problem of alternating tree automata, that does not rely on a Simulation Theorem. Indeed, we directly reduce the emptiness problem to solving an imperfect information two-player parity game. Our new approach can successfully be applied to both semantics, and yields decidability results with optimal complexity; for the qualitative semantics, the key ingredient in the proof is a positionality result for stochastic games played over infinite graphs

    Robust Exponential Worst Cases for Divide-et-Impera Algorithms for Parity Games

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    The McNaughton-Zielonka divide et impera algorithm is the simplest and most flexible approach available in the literature for determining the winner in a parity game. Despite its theoretical worst-case complexity and the negative reputation as a poorly effective algorithm in practice, it has been shown to rank among the best techniques for the solution of such games. Also, it proved to be resistant to a lower bound attack, even more than the strategy improvements approaches, and only recently a family of games on which the algorithm requires exponential time has been provided by Friedmann. An easy analysis of this family shows that a simple memoization technique can help the algorithm solve the family in polynomial time. The same result can also be achieved by exploiting an approach based on the dominion-decomposition techniques proposed in the literature. These observations raise the question whether a suitable combination of dynamic programming and game-decomposition techniques can improve on the exponential worst case of the original algorithm. In this paper we answer this question negatively, by providing a robustly exponential worst case, showing that no intertwining of the above mentioned techniques can help mitigating the exponential nature of the divide et impera approaches.Comment: In Proceedings GandALF 2017, arXiv:1709.0176
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