235 research outputs found

    Fixed-Dimensional Energy Games are in Pseudo-Polynomial Time

    Get PDF
    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

    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−√)

    New Deterministic Algorithms for Solving Parity Games

    Full text link
    We study parity games in which one of the two players controls only a small number kk of nodes and the other player controls the nkn-k other nodes of the game. Our main result is a fixed-parameter algorithm that solves bipartite parity games in time kO(k)O(n3)k^{O(\sqrt{k})}\cdot O(n^3), and general parity games in time (p+k)O(k)O(pnm)(p+k)^{O(\sqrt{k})} \cdot O(pnm), where pp is the number of distinct priorities and mm is the number of edges. For all games with k=o(n)k = o(n) 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

    Full text link
    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

    Get PDF
    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

    Full text link
    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 (R{},max,+)(\mathbb{R} \cup \{-\infty\}, \max, +). 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

    Get PDF
    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 O(nlogn)O(n \log n) 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?

    Get PDF
    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

    Get PDF
    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
    corecore