6,256 research outputs found
IST Austria Technical Report
Two-player games on graphs are central in many problems in formal verification and program analysis such as synthesis and verification of open systems. In this work we consider solving recursive game graphs (or pushdown game graphs) that can model the control flow of sequential programs with recursion. While pushdown games have been studied before with qualitative objectives, such as reachability and ω-regular objectives, in this work we study for the first time such games with the most well-studied quantitative objective, namely, mean-payoff objectives. In pushdown games two types of strategies are relevant: (1) global strategies, that depend on the entire global history; and (2) modular strategies, that have only local memory and thus do not depend on the context of invocation, but only on the history of the current invocation of the module. Our main results are as follows: (1) One-player pushdown games with mean-payoff objectives under global strategies are decidable in polynomial time. (2) Two- player pushdown games with mean-payoff objectives under global strategies are undecidable. (3) One-player pushdown games with mean-payoff objectives under modular strategies are NP- hard. (4) Two-player pushdown games with mean-payoff objectives under modular strategies can be solved in NP (i.e., both one-player and two-player pushdown games with mean-payoff objectives under modular strategies are NP-complete). We also establish the optimal strategy complexity showing that global strategies for mean-payoff objectives require infinite memory even in one-player pushdown games; and memoryless modular strategies are sufficient in two- player pushdown games. Finally we also show that all the problems have the same complexity if the stack boundedness condition is added, where along with the mean-payoff objective the player must also ensure that the stack height is bounded
Value Iteration Using Universal Graphs and the Complexity of Mean Payoff Games
We study the computational complexity of solving mean payoff games. This class of games can be seen as an extension of parity games, and they have similar complexity status: in both cases solving them is in NP ? coNP and not known to be in P. In a breakthrough result Calude, Jain, Khoussainov, Li, and Stephan constructed in 2017 a quasipolynomial time algorithm for solving parity games, which was quickly followed by a few other algorithms with the same complexity. Our objective is to investigate how these techniques can be extended to mean payoff games.
The starting point is the combinatorial notion of universal trees: all quasipolynomial time algorithms for parity games have been shown to exploit universal trees. Universal graphs extend universal trees to arbitrary (positionally determined) objectives. We show that they yield a family of value iteration algorithms for solving mean payoff games which includes the value iteration algorithm due to Brim, Chaloupka, Doyen, Gentilini, and Raskin.
The contribution of this paper is to prove tight bounds on the complexity of algorithms for mean payoff games using universal graphs. We consider two parameters: the largest weight N in absolute value and the number k of weights. The dependence in N in the existing value iteration algorithm is linear, we show that this can be improved to N^{1 - 1/n} and obtain a matching lower bound. However, we show that we cannot break the linear dependence in the exponent in the number k of weights implying that universal graphs do not yield a quasipolynomial time algorithm for solving mean payoff games
The Value 1 Problem Under Finite-memory Strategies for Concurrent Mean-payoff Games
We consider concurrent mean-payoff games, a very well-studied class of
two-player (player 1 vs player 2) zero-sum games on finite-state graphs where
every transition is assigned a reward between 0 and 1, and the payoff function
is the long-run average of the rewards. The value is the maximal expected
payoff that player 1 can guarantee against all strategies of player 2. We
consider the computation of the set of states with value 1 under finite-memory
strategies for player 1, and our main results for the problem are as follows:
(1) we present a polynomial-time algorithm; (2) we show that whenever there is
a finite-memory strategy, there is a stationary strategy that does not need
memory at all; and (3) we present an optimal bound (which is double
exponential) on the patience of stationary strategies (where patience of a
distribution is the inverse of the smallest positive probability and represents
a complexity measure of a stationary strategy)
IST Austria Technical Report
We consider concurrent mean-payoff games, a very well-studied class of two-player (player 1 vs player 2) zero-sum games on finite-state graphs where every transition is assigned a reward between 0 and 1, and the payoff function is the long-run average of the rewards. The value is the maximal expected payoff that player 1 can guarantee against all strategies of player 2. We consider the computation of the set of states with value 1 under finite-memory strategies for player 1, and our main results for the problem are as follows: (1) we present a polynomial-time algorithm; (2) we show that whenever there is a finite-memory strategy, there is a stationary strategy that does not need memory at all; and (3) we present an optimal bound (which is double exponential) on the patience of stationary strategies (where patience of a distribution is the inverse of the smallest positive probability and represents a complexity measure of a stationary strategy)
LIPIcs
Two-player games on graphs are widely studied in formal methods as they model the interaction between a system and its environment. The game is played by moving a token throughout a graph to produce an infinite path. There are several common modes to determine how the players move the token through the graph; e.g., in turn-based games the players alternate turns in moving the token. We study the bidding mode of moving the token, which, to the best of our knowledge, has never been studied in infinite-duration games. Both players have separate budgets, which sum up to . In each turn, a bidding takes place. Both players submit bids simultaneously, and a bid is legal if it does not exceed the available budget. The winner of the bidding pays his bid to the other player and moves the token. For reachability objectives, repeated bidding games have been studied and are called Richman games. There, a central question is the existence and computation of threshold budgets; namely, a value t\in [0,1] such that if\PO's budget exceeds , he can win the game, and if\PT's budget exceeds 1-t, he can win the game. We focus on parity games and mean-payoff games. We show the existence of threshold budgets in these games, and reduce the problem of finding them to Richman games. We also determine the strategy-complexity of an optimal strategy. Our most interesting result shows that memoryless strategies suffice for mean-payoff bidding games
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
Quantitative games with interval objectives
Traditionally quantitative games such as mean-payoff games and discount sum
games have two players -- one trying to maximize the payoff, the other trying
to minimize it. The associated decision problem, "Can Eve (the maximizer)
achieve, for example, a positive payoff?" can be thought of as one player
trying to attain a payoff in the interval . In this paper we
consider the more general problem of determining if a player can attain a
payoff in a finite union of arbitrary intervals for various payoff functions
(liminf, mean-payoff, discount sum, total sum). In particular this includes the
interesting exact-value problem, "Can Eve achieve a payoff of exactly (e.g.)
0?"Comment: Full version of CONCUR submissio
Hyperplane Separation Technique for Multidimensional Mean-Payoff Games
We consider both finite-state game graphs and recursive game graphs (or
pushdown game graphs), that can model the control flow of sequential programs
with recursion, with multi-dimensional mean-payoff objectives. In pushdown
games two types of strategies are relevant: global strategies, that depend on
the entire global history; and modular strategies, that have only local memory
and thus do not depend on the context of invocation. We present solutions to
several fundamental algorithmic questions and our main contributions are as
follows: (1) We show that finite-state multi-dimensional mean-payoff games can
be solved in polynomial time if the number of dimensions and the maximal
absolute value of the weight is fixed; whereas if the number of dimensions is
arbitrary, then problem is already known to be coNP-complete. (2) We show that
pushdown graphs with multi-dimensional mean-payoff objectives can be solved in
polynomial time. (3) For pushdown games under global strategies both single and
multi-dimensional mean-payoff objectives problems are known to be undecidable,
and we show that under modular strategies the multi-dimensional problem is also
undecidable (whereas under modular strategies the single dimensional problem is
NP-complete). We show that if the number of modules, the number of exits, and
the maximal absolute value of the weight is fixed, then pushdown games under
modular strategies with single dimensional mean-payoff objectives can be solved
in polynomial time, and if either of the number of exits or the number of
modules is not bounded, then the problem is NP-hard. (4) Finally we show that a
fixed parameter tractable algorithm for finite-state multi-dimensional
mean-payoff games or pushdown games under modular strategies with
single-dimensional mean-payoff objectives would imply the solution of the
long-standing open problem of fixed parameter tractability of parity games.Comment: arXiv admin note: text overlap with arXiv:1201.282
Non-Zero Sum Games for Reactive Synthesis
In this invited contribution, we summarize new solution concepts useful for
the synthesis of reactive systems that we have introduced in several recent
publications. These solution concepts are developed in the context of non-zero
sum games played on graphs. They are part of the contributions obtained in the
inVEST project funded by the European Research Council.Comment: LATA'16 invited pape
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