14 research outputs found
A Parity Game Tale of Two Counters
Parity games are simple infinite games played on finite graphs with a winning
condition that is expressive enough to capture nested least and greatest
fixpoints. Through their tight relationship to the modal mu-calculus, they are
used in practice for the model-checking and synthesis problems of the
mu-calculus and related temporal logics like LTL and CTL. Solving parity games
is a compelling complexity theoretic problem, as the problem lies in the
intersection of UP and co-UP and is believed to admit a polynomial-time
solution, motivating researchers to either find such a solution or to find
superpolynomial lower bounds for existing algorithms to improve the
understanding of parity games. We present a parameterized parity game called
the Two Counters game, which provides an exponential lower bound for a wide
range of attractor-based parity game solving algorithms. We are the first to
provide an exponential lower bound to priority promotion with the delayed
promotion policy, and the first to provide such a lower bound to tangle
learning.Comment: In Proceedings GandALF 2019, arXiv:1909.0597
Symbolic Parity Game Solvers that Yield Winning Strategies
Parity games play an important role for LTL synthesis as evidenced by recent
breakthroughs on LTL synthesis, which rely in part on parity game solving. Yet
state space explosion remains a major issue if we want to scale to larger
systems or specifications. In order to combat this problem, we need to
investigate symbolic methods such as BDDs, which have been successful in the
past to tackle exponentially large systems. It is therefore essential to have
symbolic parity game solving algorithms, operating using BDDs, that are fast
and that can produce the winning strategies used to synthesize the controller
in LTL synthesis.
Current symbolic parity game solving algorithms do not yield winning
strategies. We now propose two symbolic algorithms that yield winning
strategies, based on two recently proposed fixpoint algorithms. We implement
the algorithms and empirically evaluate them using benchmarks obtained from
SYNTCOMP 2020. Our conclusion is that the algorithms are competitive with or
faster than an earlier symbolic implementation of Zielonka's recursive
algorithm, while also providing the winning strategies.Comment: In Proceedings GandALF 2020, arXiv:2009.0936
Simple Fixpoint Iteration To Solve Parity Games
A naive way to solve the model-checking problem of the mu-calculus uses
fixpoint iteration. Traditionally however mu-calculus model-checking is solved
by a reduction in linear time to a parity game, which is then solved using one
of the many algorithms for parity games. We now consider a method of solving
parity games by means of a naive fixpoint iteration. Several fixpoint
algorithms for parity games have been proposed in the literature. In this work,
we introduce an algorithm that relies on the notion of a distraction. The idea
is that this offers a novel perspective for understanding parity games. We then
show that this algorithm is in fact identical to two earlier published fixpoint
algorithms for parity games and thus that these earlier algorithms are the
same. Furthermore, we modify our algorithm to only partially recompute deeper
fixpoints after updating a higher set and show that this modification enables a
simple method to obtain winning strategies. We show that the resulting
algorithm is simple to implement and offers good performance on practical
parity games. We empirically demonstrate this using games derived from
model-checking, equivalence checking and reactive synthesis and show that our
fixpoint algorithm is the fastest solution for model-checking games.Comment: In Proceedings GandALF 2019, arXiv:1909.0597
Improving parity games in practice
Parity games are infinite-round two-player games played on directed graphs whose nodes are labeled with priorities. The winner of a play is determined by the smallest priority (even or odd) that is encountered infinitely often along the play. In the last two decades, several algorithms for solving parity games have been proposed and implemented in PGSolver, a platform written in OCaml. PGSolver includes the Zielonka’s recursive algorithm (RE, for short) which is known to be the best performing one over random games. Notably, several attempts have been carried out with the aim of improving the performance of RE in PGSolver, but with small advances in practice. In this work, we deeply revisit the implementation of RE by dealing with the use of specific data structures and programming languages such as Scala, Java, C++, and Go. Our empirical evaluation shows that these choices are successful, gaining up to three orders of magnitude in running time over the classic version of the algorithm implemented in PGSolver
The Worst-Case Complexity of Symmetric Strategy Improvement
Symmetric strategy improvement is an algorithm introduced by Schewe et al.
(ICALP 2015) that can be used to solve two-player games on directed graphs such
as parity games and mean payoff games. In contrast to the usual well-known
strategy improvement algorithm, it iterates over strategies of both players
simultaneously. The symmetric version solves the known worst-case examples for
strategy improvement quickly, however its worst-case complexity remained open.
We present a class of worst-case examples for symmetric strategy improvement
on which this symmetric version also takes exponentially many steps.
Remarkably, our examples exhibit this behaviour for any choice of improvement
rule, which is in contrast to classical strategy improvement where hard
instances are usually hand-crafted for a specific improvement rule. We present
a generalized version of symmetric strategy iteration depending less rigidly on
the interplay of the strategies of both players. However, it turns out it has
the same shortcomings
From Quasi-Dominions to Progress Measures
We revisit the approaches to the solution of parity games based on progress measures and show how the notion of quasi dominions can be integrated with those approaches. The idea is that, while progress measure based techniques typically focus on one of the two players, little information is gathered on the other player during the solution process. Adding quasi dominions provides additional information on this player that can be leveraged to greatly accelerate convergence to a progress measure. To accommodate quasi dominions, however, non trivial refinements of the approach are necessary. In particular, we need to introduce a novel notion of measure and a new method to prove correctness of the resulting solution technique