65 research outputs found

    The Strahler number of a parity game

    Get PDF
    The Strahler number of a rooted tree is the largest height of a perfect binary tree that is its minor. The Strahler number of a parity game is proposed to be defined as the smallest Strahler number of the tree of any of its attractor decompositions. It is proved that parity games can be solved in quasi-linear space and in time that is polynomial in the number of vertices~n and linear in (d/2k)k, where d is the number of priorities and k is the Strahler number. This complexity is quasi-polynomial because the Strahler number is at most logarithmic in the number of vertices. The proof is based on a new construction of small Strahler-universal trees. It is shown that the Strahler number of a parity game is a robust parameter: it coincides with its alternative version based on trees of progress measures and with the register number defined by Lehtinen~(2018). It follows that parity games can be solved in quasi-linear space and in time that is polynomial in the number of vertices and linear in (d/2k)k, where k is the register number. This significantly improves the running times and space achieved for parity games of bounded register number by Lehtinen (2018) and by Parys (2020). The running time of the algorithm based on small Strahler-universal trees yields a novel trade-off k⋅lg(d/k)=O(logn) between the two natural parameters that measure the structural complexity of a parity game, which allows solving parity games in polynomial time. This includes as special cases the asymptotic settings of those parameters covered by the results of Calude, Jain Khoussainov, Li, and Stephan (2017), of Jurdziński and Lazić (2017), and of Lehtinen (2018), and it significantly extends the range of such settings, for example to d=2O(lgn√) and k=O(lgn−√)

    On (Simple) Decision Tree Rank

    Get PDF

    The Theory of Universal Graphs for Infinite Duration Games

    Full text link
    We introduce the notion of universal graphs as a tool for constructing algorithms solving games of infinite duration such as parity games and mean payoff games. In the first part we develop the theory of universal graphs, with two goals: showing an equivalence and normalisation result between different recently introduced related models, and constructing generic value iteration algorithms for any positionally determined objective. In the second part we give four applications: to parity games, to mean payoff games, and to combinations of them (in the form of disjunctions of objectives). For each of these four cases we construct algorithms achieving or improving over the best known time and space complexity.Comment: 43 pages, 10 figure

    On linear, fractional, and submodular optimization

    Get PDF
    In this thesis, we study four fundamental problems in the theory of optimization. 1. In fractional optimization, we are interested in minimizing a ratio of two functions over some domain. A well-known technique for solving this problem is the Newton– Dinkelbach method. We propose an accelerated version of this classical method and give a new analysis using the Bregman divergence. We show how it leads to improved or simplified results in three application areas. 2. The diameter of a polyhedron is the maximum length of a shortest path between any two vertices. The circuit diameter is a relaxation of this notion, whereby shortest paths are not restricted to edges of the polyhedron. For a polyhedron in standard equality form with constraint matrix A, we prove an upper bound on the circuit diameter that is quadratic in the rank of A and logarithmic in the circuit imbalance measure of A. We also give circuit augmentation algorithms for linear programming with similar iteration complexity. 3. The correlation gap of a set function is the ratio between its multilinear and concave extensions. We present improved lower bounds on the correlation gap of a matroid rank function, parametrized by the rank and girth of the matroid. We also prove that for a weighted matroid rank function, the worst correlation gap is achieved with uniform weights. Such improved lower bounds have direct applications in submodular maximization and mechanism design. 4. The last part of this thesis concerns parity games, a problem intimately related to linear programming. A parity game is an infinite-duration game between two players on a graph. The problem of deciding the winner lies in NP and co-NP, with no known polynomial algorithm to date. Many of the fastest (quasi-polynomial) algorithms have been unified via the concept of a universal tree. We propose a strategy iteration framework which can be applied on any universal tree

    A Universal Attractor Decomposition Algorithm for Parity Games

    Full text link
    An attractor decomposition meta-algorithm for solving parity games is given that generalizes the classic McNaughton-Zielonka algorithm and its recent quasi-polynomial variants due to Parys (2019), and to Lehtinen, Schewe, and Wojtczak (2019). The central concepts studied and exploited are attractor decompositions of dominia in parity games and the ordered trees that describe the inductive structure of attractor decompositions. The main technical results include the embeddable decomposition theorem and the dominion separation theorem that together help establish a precise structural condition for the correctness of the universal algorithm: it suffices that the two ordered trees given to the algorithm as inputs embed the trees of some attractor decompositions of the largest dominia for each of the two players, respectively. The universal algorithm yields McNaughton-Zielonka, Parys's, and Lehtinen-Schewe-Wojtczak algorithms as special cases when suitable universal trees are given to it as inputs. The main technical results provide a unified proof of correctness and deep structural insights into those algorithms. A symbolic implementation of the universal algorithm is also given that improves the symbolic space complexity of solving parity games in quasi-polynomial time from O(dlgn)O(d \lg n)---achieved by Chatterjee, Dvo\v{r}\'{a}k, Henzinger, and Svozil (2018)---down to O(lgd)O(\lg d), where nn is the number of vertices and dd is the number of distinct priorities in a parity game. This not only exponentially improves the dependence on dd, but it also entirely removes the dependence on nn

    A Technique to Speed up Symmetric Attractor-Based Algorithms for Parity Games

    Get PDF
    The classic McNaughton-Zielonka algorithm for solving parity games has excellent performance in practice, but its worst-case asymptotic complexity is worse than that of the state-of-the-art algorithms. This work pinpoints the mechanism that is responsible for this relative underperformance and proposes a new technique that eliminates it. The culprit is the wasteful manner in which the results obtained from recursive calls are indiscriminately discarded by the algorithm whenever subgames on which the algorithm is run change. Our new technique is based on firstly enhancing the algorithm to compute attractor decompositions of subgames instead of just winning strategies on them, and then on making it carefully use attractor decompositions computed in prior recursive calls to reduce the size of subgames on which further recursive calls are made. We illustrate the new technique on the classic example of the recursive McNaughton-Zielonka algorithm, but it can be applied to other symmetric attractor-based algorithms that were inspired by it, such as the quasi-polynomial versions of the McNaughton-Zielonka algorithm based on universal trees

    REGISTER GAMES

    Get PDF
    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
    corecore