235 research outputs found
Fixed-Dimensional Energy Games are in Pseudo-Polynomial Time
We generalise the hyperplane separation technique (Chatterjee and Velner,
2013) from multi-dimensional mean-payoff to energy games, and achieve an
algorithm for solving the latter whose running time is exponential only in the
dimension, but not in the number of vertices of the game graph. This answers an
open question whether energy games with arbitrary initial credit can be solved
in pseudo-polynomial time for fixed dimensions 3 or larger (Chaloupka, 2013).
It also improves the complexity of solving multi-dimensional energy games with
given initial credit from non-elementary (Br\'azdil, Jan\v{c}ar, and
Ku\v{c}era, 2010) to 2EXPTIME, thus establishing their 2EXPTIME-completeness.Comment: Corrected proof of Lemma 6.2 (thanks to Dmitry Chistikov for spotting
an error in the previous proof
The Strahler number of a parity game
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−√)
New Deterministic Algorithms for Solving Parity Games
We study parity games in which one of the two players controls only a small
number of nodes and the other player controls the other nodes of the
game. Our main result is a fixed-parameter algorithm that solves bipartite
parity games in time , and general parity games in
time , where is the number of distinct
priorities and is the number of edges. For all games with this
improves the previously fastest algorithm by Jurdzi{\'n}ski, Paterson, and
Zwick (SICOMP 2008). We also obtain novel kernelization results and an improved
deterministic algorithm for graphs with small average degree
Two-Player Reachability-Price Games on Single-Clock Timed Automata
We study two player reachability-price games on single-clock timed automata.
The problem is as follows: given a state of the automaton, determine whether
the first player can guarantee reaching one of the designated goal locations.
If a goal location can be reached then we also want to compute the optimum
price of doing so. Our contribution is twofold. First, we develop a theory of
cost functions, which provide a comprehensive methodology for the analysis of
this problem. This theory allows us to establish our second contribution, an
EXPTIME algorithm for computing the optimum reachability price, which improves
the existing 3EXPTIME upper bound.Comment: In Proceedings QAPL 2011, arXiv:1107.074
Word embeddings for morphologically complex languages
Recent methods for learning word embeddings, like GloVe orWord2Vec, succeeded in spatial representation of semantic and syntactic relations. We extend GloVe by introducing separate vectors for base form and grammatical form of a word, using morphosyntactic dictionary for this. This allows vectors to capture properties of words better. We also present model results for word analogy test and introduce a new test based on WordNet
The tropical shadow-vertex algorithm solves mean payoff games in polynomial time on average
We introduce an algorithm which solves mean payoff games in polynomial time
on average, assuming the distribution of the games satisfies a flip invariance
property on the set of actions associated with every state. The algorithm is a
tropical analogue of the shadow-vertex simplex algorithm, which solves mean
payoff games via linear feasibility problems over the tropical semiring
. The key ingredient in our approach is
that the shadow-vertex pivoting rule can be transferred to tropical polyhedra,
and that its computation reduces to optimal assignment problems through
Pl\"ucker relations.Comment: 17 pages, 7 figures, appears in 41st International Colloquium, ICALP
2014, Copenhagen, Denmark, July 8-11, 2014, Proceedings, Part
Distributed Methods for Computing Approximate Equilibria
We present a new, distributed method to compute approximate Nash equilibria
in bimatrix games. In contrast to previous approaches that analyze the two
payoff matrices at the same time (for example, by solving a single LP that
combines the two players payoffs), our algorithm first solves two independent
LPs, each of which is derived from one of the two payoff matrices, and then
compute approximate Nash equilibria using only limited communication between
the players.
Our method has several applications for improved bounds for efficient
computations of approximate Nash equilibria in bimatrix games. First, it yields
a best polynomial-time algorithm for computing \emph{approximate well-supported
Nash equilibria (WSNE)}, which guarantees to find a 0.6528-WSNE in polynomial
time. Furthermore, since our algorithm solves the two LPs separately, it can be
used to improve upon the best known algorithms in the limited communication
setting: the algorithm can be implemented to obtain a randomized
expected-polynomial-time algorithm that uses poly-logarithmic communication and
finds a 0.6528-WSNE. The algorithm can also be carried out to beat the best
known bound in the query complexity setting, requiring payoff
queries to compute a 0.6528-WSNE. Finally, our approach can also be adapted to
provide the best known communication efficient algorithm for computing
\emph{approximate Nash equilibria}: it uses poly-logarithmic communication to
find a 0.382-approximate Nash equilibrium
When is Containment Decidable for Probabilistic Automata?
The containment problem for quantitative automata is the natural quantitative generalisation of the classical language inclusion problem for Boolean automata. We study it for probabilistic automata, where it is known to be undecidable in general. We restrict our study to the class of probabilistic automata with bounded ambiguity. There, we show decidability (subject to Schanuel's conjecture) when one of the automata is assumed to be unambiguous while the other one is allowed to be finitely ambiguous. Furthermore, we show that this is close to the most general decidable fragment of this problem by proving that it is already undecidable if one of the automata is allowed to be linearly ambiguous
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
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