89 research outputs found

    Simple and tight complexity lower bounds for solving Rabin games

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    We give a simple proof that assuming the Exponential Time Hypothesis (ETH), determining the winner of a Rabin game cannot be done in time 2o(klogk)nO(1)2^{o(k \log k)} \cdot n^{O(1)}, where kk is the number of pairs of vertex subsets involved in the winning condition and nn is the vertex count of the game graph. While this result follows from the lower bounds provided by Calude et al [SIAM J. Comp. 2022], our reduction is simpler and arguably provides more insight into the complexity of the problem. In fact, the analogous lower bounds discussed by Calude et al, for solving Muller games and multidimensional parity games, follow as simple corollaries of our approach. Our reduction also highlights the usefulness of a certain pivot problem -- Permutation SAT -- which may be of independent interest.Comment: 10 pages, 5 figures. To appear in SOSA 202

    LNCS

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    In this paper we survey results of two-player games on graphs and Markov decision processes with parity, mean-payoff and energy objectives, and the combination of mean-payoff and energy objectives with parity objectives. These problems have applications in verification and synthesis of reactive systems in resource-constrained environments

    On the Complexity of ATL and ATL* Module Checking

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    Module checking has been introduced in late 1990s to verify open systems, i.e., systems whose behavior depends on the continuous interaction with the environment. Classically, module checking has been investigated with respect to specifications given as CTL and CTL* formulas. Recently, it has been shown that CTL (resp., CTL*) module checking offers a distinctly different perspective from the better-known problem of ATL (resp., ATL*) model checking. In particular, ATL (resp., ATL*) module checking strictly enhances the expressiveness of both CTL (resp., CTL*) module checking and ATL (resp. ATL*) model checking. In this paper, we provide asymptotically optimal bounds on the computational cost of module checking against ATL and ATL*, whose upper bounds are based on an automata-theoretic approach. We show that module-checking for ATL is EXPTIME-complete, which is the same complexity of module checking against CTL. On the other hand, ATL* module checking turns out to be 3EXPTIME-complete, hence exponentially harder than CTL* module checking.Comment: In Proceedings GandALF 2017, arXiv:1709.0176

    Automata for the mu-calculus and Related Results

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    The propositional mu-calculus as introduced by Kozen in [4] isconsidered. The notion of disjunctive formula is defined and it is shownthat every formula is semantically equivalent to a disjunctive formula.For these formulas many difficulties encountered in the general case maybe avoided. For instance, satisfiability checking is linear for disjunctiveformulas. This kind of formula gives rise to a new notion of finite automatonwhich characterizes the expressive power of the mu-calculus overall transition systems

    Decision Problems for Nash Equilibria in Stochastic Games

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    We analyse the computational complexity of finding Nash equilibria in stochastic multiplayer games with ω\omega-regular objectives. While the existence of an equilibrium whose payoff falls into a certain interval may be undecidable, we single out several decidable restrictions of the problem. First, restricting the search space to stationary, or pure stationary, equilibria results in problems that are typically contained in PSPACE and NP, respectively. Second, we show that the existence of an equilibrium with a binary payoff (i.e. an equilibrium where each player either wins or loses with probability 1) is decidable. We also establish that the existence of a Nash equilibrium with a certain binary payoff entails the existence of an equilibrium with the same payoff in pure, finite-state strategies.Comment: 22 pages, revised versio

    Permutation Games for the Weakly Aconjunctive μ\mu-Calculus

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    We introduce a natural notion of limit-deterministic parity automata and present a method that uses such automata to construct satisfiability games for the weakly aconjunctive fragment of the μ\mu-calculus. To this end we devise a method that determinizes limit-deterministic parity automata of size nn with kk priorities through limit-deterministic B\"uchi automata to deterministic parity automata of size O((nk)!)\mathcal{O}((nk)!) and with O(nk)\mathcal{O}(nk) priorities. The construction relies on limit-determinism to avoid the full complexity of the Safra/Piterman-construction by using partial permutations of states in place of Safra-Trees. By showing that limit-deterministic parity automata can be used to recognize unsuccessful branches in pre-tableaux for the weakly aconjunctive μ\mu-calculus, we obtain satisfiability games of size O((nk)!)\mathcal{O}((nk)!) with O(nk)\mathcal{O}(nk) priorities for weakly aconjunctive input formulas of size nn and alternation-depth kk. A prototypical implementation that employs a tableau-based global caching algorithm to solve these games on-the-fly shows promising initial results
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