406 research outputs found
Polynomial-Time Under-Approximation of Winning Regions in Parity Games
We propose a pattern for designing algorithms that run in polynomial time by construction and under-approximate the winning regions of both players in parity games. This approximation is achieved by the interaction of finitely many aspects governed by a common ranking function, where the choice of aspects and ranking function instantiates the design pattern. Each aspect attempts to improve the under-approximation of winning regions or decrease the rank function by simplifying the structure of the parity game. Our design pattern is incremental as aspects may operate on the residual game of yet undecided nodes. We present several aspects and one higher-order transformation of our algorithms - based on efficient, static analyses - and illustrate the benefit of their interaction as well as their relative precision within pattern instantiations. Instantiations of our design pattern can be applied for local model checking and as preprocessors for algorithms whose worst-case running time is exponential. This design pattern and its aspects have already been implemented in [H. Wang. Framework for Under-Approximating Solutions of Parity Games in Polynomial Time. MEng Thesis, Department of Computing, Imperial College London, 78 pages, June 2007]. © 2008 Elsevier B.V. All rights reserved
The Rabin index of parity games
We study the descriptive complexity of parity games by taking into account
the coloring of their game graphs whilst ignoring their ownership structure.
Colored game graphs are identified if they determine the same winning regions
and strategies, for all ownership structures of nodes. The Rabin index of a
parity game is the minimum of the maximal color taken over all equivalent
coloring functions. We show that deciding whether the Rabin index is at least k
is in PTIME for k=1 but NP-hard for all fixed k > 1. We present an EXPTIME
algorithm that computes the Rabin index by simplifying its input coloring
function. When replacing simple cycle with cycle detection in that algorithm,
its output over-approximates the Rabin index in polynomial time. Experimental
results show that this approximation yields good values in practice.Comment: In Proceedings GandALF 2013, arXiv:1307.416
A Delayed Promotion Policy for Parity Games
Parity games are two-player infinite-duration games on graphs that play a
crucial role in various fields of theoretical computer science. Finding
efficient algorithms to solve these games in practice is widely acknowledged as
a core problem in formal verification, as it leads to efficient solutions of
the model-checking and satisfiability problems of expressive temporal logics,
e.g., the modal muCalculus. Their solution can be reduced to the problem of
identifying sets of positions of the game, called dominions, in each of which a
player can force a win by remaining in the set forever. Recently, a novel
technique to compute dominions, called priority promotion, has been proposed,
which is based on the notions of quasi dominion, a relaxed form of dominion,
and dominion space. The underlying framework is general enough to accommodate
different instantiations of the solution procedure, whose correctness is
ensured by the nature of the space itself. In this paper we propose a new such
instantiation, called delayed promotion, that tries to reduce the possible
exponential behaviours exhibited by the original method in the worst case. The
resulting procedure not only often outperforms the original priority promotion
approach, but so far no exponential worst case is known.Comment: In Proceedings GandALF 2016, arXiv:1609.0364
Synthesising Strategy Improvement and Recursive Algorithms for Solving 2.5 Player Parity Games
2.5 player parity games combine the challenges posed by 2.5 player
reachability games and the qualitative analysis of parity games. These two
types of problems are best approached with different types of algorithms:
strategy improvement algorithms for 2.5 player reachability games and recursive
algorithms for the qualitative analysis of parity games. We present a method
that - in contrast to existing techniques - tackles both aspects with the best
suited approach and works exclusively on the 2.5 player game itself. The
resulting technique is powerful enough to handle games with several million
states
Three Puzzles on Mathematics, Computation, and Games
In this lecture I will talk about three mathematical puzzles involving
mathematics and computation that have preoccupied me over the years. The first
puzzle is to understand the amazing success of the simplex algorithm for linear
programming. The second puzzle is about errors made when votes are counted
during elections. The third puzzle is: are quantum computers possible?Comment: ICM 2018 plenary lecture, Rio de Janeiro, 36 pages, 7 Figure
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