49 research outputs found

    Symmetric Strategy Improvement

    Full text link
    Symmetry is inherent in the definition of most of the two-player zero-sum games, including parity, mean-payoff, and discounted-payoff games. It is therefore quite surprising that no symmetric analysis techniques for these games exist. We develop a novel symmetric strategy improvement algorithm where, in each iteration, the strategies of both players are improved simultaneously. We show that symmetric strategy improvement defies Friedmann's traps, which shook the belief in the potential of classic strategy improvement to be polynomial

    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

    Local Strategy Improvement for Parity Game Solving

    Full text link
    The problem of solving a parity game is at the core of many problems in model checking, satisfiability checking and program synthesis. Some of the best algorithms for solving parity game are strategy improvement algorithms. These are global in nature since they require the entire parity game to be present at the beginning. This is a distinct disadvantage because in many applications one only needs to know which winning region a particular node belongs to, and a witnessing winning strategy may cover only a fractional part of the entire game graph. We present a local strategy improvement algorithm which explores the game graph on-the-fly whilst performing the improvement steps. We also compare it empirically with existing global strategy improvement algorithms and the currently only other local algorithm for solving parity games. It turns out that local strategy improvement can outperform these others by several orders of magnitude

    Improving Strategies via SMT Solving

    Full text link
    We consider the problem of computing numerical invariants of programs by abstract interpretation. Our method eschews two traditional sources of imprecision: (i) the use of widening operators for enforcing convergence within a finite number of iterations (ii) the use of merge operations (often, convex hulls) at the merge points of the control flow graph. It instead computes the least inductive invariant expressible in the domain at a restricted set of program points, and analyzes the rest of the code en bloc. We emphasize that we compute this inductive invariant precisely. For that we extend the strategy improvement algorithm of [Gawlitza and Seidl, 2007]. If we applied their method directly, we would have to solve an exponentially sized system of abstract semantic equations, resulting in memory exhaustion. Instead, we keep the system implicit and discover strategy improvements using SAT modulo real linear arithmetic (SMT). For evaluating strategies we use linear programming. Our algorithm has low polynomial space complexity and performs for contrived examples in the worst case exponentially many strategy improvement steps; this is unsurprising, since we show that the associated abstract reachability problem is Pi-p-2-complete

    Semantic Labelling and Learning for Parity Game Solving in LTL Synthesis

    Full text link
    We propose "semantic labelling" as a novel ingredient for solving games in the context of LTL synthesis. It exploits recent advances in the automata-based approach, yielding more information for each state of the generated parity game than the game graph can capture. We utilize this extra information to improve standard approaches as follows. (i) Compared to strategy improvement (SI) with random initial strategy, a more informed initialization often yields a winning strategy directly without any computation. (ii) This initialization makes SI also yield smaller solutions. (iii) While Q-learning on the game graph turns out not too efficient, Q-learning with the semantic information becomes competitive to SI. Since already the simplest heuristics achieve significant improvements the experimental results demonstrate the utility of semantic labelling. This extra information opens the door to more advanced learning approaches both for initialization and improvement of strategies

    Oink: an Implementation and Evaluation of Modern Parity Game Solvers

    Full text link
    Parity games have important practical applications in formal verification and synthesis, especially to solve the model-checking problem of the modal mu-calculus. They are also interesting from the theory perspective, as they are widely believed to admit a polynomial solution, but so far no such algorithm is known. In recent years, a number of new algorithms and improvements to existing algorithms have been proposed. We implement a new and easy to extend tool Oink, which is a high-performance implementation of modern parity game algorithms. We further present a comprehensive empirical evaluation of modern parity game algorithms and solvers, both on real world benchmarks and randomly generated games. Our experiments show that our new tool Oink outperforms the current state-of-the-art.Comment: Accepted at TACAS 201

    Efficient Parallel Strategy Improvement for Parity Games

    Get PDF
    We study strategy improvement algorithms for solving parity games. While these algorithms are known to solve parity games using a very small number of iterations, experimental studies have found that a high step complexity causes them to perform poorly in practice. In this paper we seek to address this situation. Every iteration of the algorithm must compute a best response, and while the standard way of doing this uses the Bellman-Ford algorithm, we give experimental results that show that one-player strategy improvement significantly outperforms this technique in practice. We then study the best way to implement one-player strategy improvement, and we develop an efficient parallel algorithm for carrying out this task, by reducing the problem to computing prefix sums on a linked list. We report experimental results for these algorithms, and we find that a GPU implementation of this algorithm shows a significant speedup over single-core and multi-core CPU implementations

    Automatic Mapping of Discontinuity Persistence on Rock Masses Using 3D Point Clouds

    Get PDF
    Finding new ways to quantify discontinuity persistence values in rock masses in an automatic or semi-automatic manner is a considerable challenge, as an alternative to the use of traditional methods based on measuring patches or traces with tapes. Remote sensing techniques potentially provide new ways of analysing visible data from the rock mass. This work presents a methodology for the automatic mapping of discontinuity persistence on rock masses, using 3D point clouds. The method proposed herein starts by clustering points that belong to patches of a given discontinuity. Coplanar clusters are then merged into a single group of points. Persistence is measured in the directions of the dip and strike for each coplanar set of points, resulting in the extraction of the length of the maximum chord and the area of the convex hull. The proposed approach is implemented in a graphic interface with open source software. Three case studies are utilized to illustrate the methodology: (1) small-scale laboratory setup consisting of a regular distribution of cubes with similar dimensions, (2) more complex geometry consisting of a real rock mass surface in an excavated cavern and (3) slope with persistent sub-vertical discontinuities. Results presented good agreement with field measurements, validating the methodology. Complexities and difficulties related to the method (e.g. natural discontinuity waviness) are reported and discussed. An assessment on the applicability of the method to the 3D point cloud is also presented. Utilization of remote sensing data for a more objective characterization of the persistence of planar discontinuities affecting rock masses is highlighted herein

    Using Laugh Responses to Defuse Complaints

    Get PDF
    This research uses conversation analysis to explore a collection of extracts from telephone calls involving laughter as a response in a sequence characterized by complaining. In these instances, the laugh responses fail to align with the complaint in progress and are somewhat disaffiliative (in that they do not display the same stance as that taken by the complainant). However, they do not strongly disaffiliate; they do not, for example, overtly disagree with complaint-relevant assessments produced in prior turns. In this way, recipients of a complaint work to display a somewhat discordant stance to that of the teller, and to discourage further development of the topic in progress while maintaining social solidarity. Thus, the current research adds to the finding (see also Drew, 1987, and Jefferson, Sacks, & Schegloff, 1987) that laughter can be located somewhere in the middle of a continuum ranging from overt affiliation to disaffiliatio
    corecore