10,099 research outputs found
Permutation Games for the Weakly Aconjunctive -Calculus
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 -calculus. To this end we devise a
method that determinizes limit-deterministic parity automata of size with
priorities through limit-deterministic B\"uchi automata to deterministic
parity automata of size and with
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 -calculus, we obtain satisfiability games of size
with priorities for weakly aconjunctive
input formulas of size and alternation-depth . A prototypical
implementation that employs a tableau-based global caching algorithm to solve
these games on-the-fly shows promising initial results
Collapsible Pushdown Parity Games
International audienceThis paper studies a large class of two-player perfect-information turn-based parity games on infinite graphs, namely those generated by collapsible pushdown automata. The main motivation for studying these games comes from the connections from collapsible pushdown automata and higher-order recursion schemes, both models being equi-expressive for generating infinite trees. Our main result is to establish the decidability of such games and to provide an effective representation of the winning region as well as of a winning strategy. Thus, the results obtained here provide all necessary tools for an in-depth study of logical properties of trees generated by collapsible pushdown automata/recursion schemes
On the Borel Inseparability of Game Tree Languages
The game tree languages can be viewed as an automata-theoretic counterpart of
parity games on graphs. They witness the strictness of the index hierarchy of
alternating tree automata, as well as the fixed-point hierarchy over binary
trees. We consider a game tree language of the first non-trivial level, where
Eve can force that 0 repeats from some moment on, and its dual, where Adam can
force that 1 repeats from some moment on. Both these sets (which amount to one
up to an obvious renaming) are complete in the class of co-analytic sets. We
show that they cannot be separated by any Borel set, hence {\em a fortiori} by
any weakly definable set of trees. This settles a case left open by
L.Santocanale and A.Arnold, who have thoroughly investigated the separation
property within the -calculus and the automata index hierarchies. They
showed that separability fails in general for non-deterministic automata of
type , starting from level , while our result settles
the missing case
REGISTER GAMES
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
Good-for-games -Pushdown Automata
We introduce good-for-games -pushdown automata (-GFG-PDA).
These are automata whose nondeterminism can be resolved based on the input
processed so far. Good-for-gameness enables automata to be composed with games,
trees, and other automata, applications which otherwise require deterministic
automata. Our main results are that -GFG-PDA are more expressive than
deterministic - pushdown automata and that solving infinite games with
winning conditions specified by -GFG-PDA is EXPTIME-complete. Thus, we
have identified a new class of -contextfree winning conditions for
which solving games is decidable. It follows that the universality problem for
-GFG-PDA is in EXPTIME as well. Moreover, we study closure properties
of the class of languages recognized by -GFG- PDA and decidability of
good-for-gameness of -pushdown automata and languages. Finally, we
compare -GFG-PDA to -visibly PDA, study the resources necessary
to resolve the nondeterminism in -GFG-PDA, and prove that the parity
index hierarchy for -GFG-PDA is infinite.Comment: Extended version of LICS'20 paper of the same name (DOI
10.1145/3373718.3394737); accepted for publication to LMC
Advances and applications of automata on words and trees : abstracts collection
From 12.12.2010 to 17.12.2010, the Dagstuhl Seminar 10501 "Advances and Applications of Automata on Words and Trees" was held in Schloss Dagstuhl - Leibniz Center for Informatics. During the seminar, several participants presented their current research, and ongoing work and open problems were discussed. Abstracts of the presentations given during the seminar as well as abstracts of seminar results and ideas are put together in this paper. The first section describes the seminar topics and goals in general. Links to extended abstracts or full papers are provided, if available
Determinising Parity Automata
Parity word automata and their determinisation play an important role in
automata and game theory. We discuss a determinisation procedure for
nondeterministic parity automata through deterministic Rabin to deterministic
parity automata. We prove that the intermediate determinisation to Rabin
automata is optimal. We show that the resulting determinisation to parity
automata is optimal up to a small constant. Moreover, the lower bound refers to
the more liberal Streett acceptance. We thus show that determinisation to
Streett would not lead to better bounds than determinisation to parity. As a
side-result, this optimality extends to the determinisation of B\"uchi
automata
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