103 research outputs found

    Robust Exponential Worst Cases for Divide-et-Impera Algorithms for Parity Games

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    The McNaughton-Zielonka divide et impera algorithm is the simplest and most flexible approach available in the literature for determining the winner in a parity game. Despite its theoretical worst-case complexity and the negative reputation as a poorly effective algorithm in practice, it has been shown to rank among the best techniques for the solution of such games. Also, it proved to be resistant to a lower bound attack, even more than the strategy improvements approaches, and only recently a family of games on which the algorithm requires exponential time has been provided by Friedmann. An easy analysis of this family shows that a simple memoization technique can help the algorithm solve the family in polynomial time. The same result can also be achieved by exploiting an approach based on the dominion-decomposition techniques proposed in the literature. These observations raise the question whether a suitable combination of dynamic programming and game-decomposition techniques can improve on the exponential worst case of the original algorithm. In this paper we answer this question negatively, by providing a robustly exponential worst case, showing that no intertwining of the above mentioned techniques can help mitigating the exponential nature of the divide et impera approaches.Comment: In Proceedings GandALF 2017, arXiv:1709.0176

    A Delayed Promotion Policy for Parity Games

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    Parity games are two-player infinite-duration games on graphs that play a crucial role in various fields of theoretical computer science. Finding efficient algorithms to solve these games in practice is widely acknowledged as a core problem in formal verification, as it leads to efficient solutions of the model-checking and satisfiability problems of expressive temporal logics, e.g., the modal muCalculus. Their solution can be reduced to the problem of identifying sets of positions of the game, called dominions, in each of which a player can force a win by remaining in the set forever. Recently, a novel technique to compute dominions, called priority promotion, has been proposed, which is based on the notions of quasi dominion, a relaxed form of dominion, and dominion space. The underlying framework is general enough to accommodate different instantiations of the solution procedure, whose correctness is ensured by the nature of the space itself. In this paper we propose a new such instantiation, called delayed promotion, that tries to reduce the possible exponential behaviours exhibited by the original method in the worst case. The resulting procedure not only often outperforms the original priority promotion approach, but so far no exponential worst case is known.Comment: In Proceedings GandALF 2016, arXiv:1609.0364

    Satisfiability in Strategy Logic can be Easier than Model Checking

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    In the design of complex systems, model-checking and satisfiability arise as two prominent decision problems. While model-checking requires the designed system to be provided in advance, satisfiability allows to check if such a system even exists. With very few exceptions, the second problem turns out to be harder than the first one from a complexity-theoretic standpoint. In this paper, we investigate the connection between the two problems for a non-trivial fragment of Strategy Logic (SL, for short). SL extends LTL with first-order quantifications over strategies, thus allowing to explicitly reason about the strategic abilities of agents in a multi-agent system. Satisfiability for the full logic is known to be highly undecidable, while model-checking is non-elementary.The SL fragment we consider is obtained by preventing strategic quantifications within the scope of temporal operators. The resulting logic is quite powerful, still allowing to express important game-theoretic properties of multi-agent systems, such as existence of Nash and immune equilibria, as well as to formalize the rational synthesis problem. We show that satisfiability for such a fragment is PSPACE-COMPLETE, while its model-checking complexity is 2EXPTIME-HARD. The result is obtained by means of an elegant encoding of the problem into the satisfiability of conjunctive-binding first-order logic, a recently discovered decidable fragment of first-order logic

    Good-for-Game QPTL: An Alternating Hodges Semantics

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    An extension of QPTL is considered where functional dependencies among the quantified variables can be restricted in such a way that their current values are independent of the future values of the other variables. This restriction is tightly connected to the notion of behavioral strategies in game-theory and allows the resulting logic to naturally express game-theoretic concepts. The fragment where only restricted quantifications are considered, called behavioral quantifications, can be decided, for both model checking and satisfiability, in 2ExpTime and is expressively equivalent to QPTL, though significantly less succinct

    From Quasi-Dominions to Progress Measures

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    We revisit the approaches to the solution of parity games based on progress measures and show how the notion of quasi dominions can be integrated with those approaches. The idea is that, while progress measure based techniques typically focus on one of the two players, little information is gathered on the other player during the solution process. Adding quasi dominions provides additional information on this player that can be leveraged to greatly accelerate convergence to a progress measure. To accommodate quasi dominions, however, non trivial refinements of the approach are necessary. In particular, we need to introduce a novel notion of measure and a new method to prove correctness of the resulting solution technique

    Priority Promotion with Parysian Flair

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    We develop an algorithm that combines the advantages of priority promotion - one of the leading approaches to solving large parity games in practice - with the quasi-polynomial time guarantees offered by Parys' algorithm. Hybridising these algorithms sounds both natural and difficult, as they both generalise the classic recursive algorithm in different ways that appear to be irreconcilable: while the promotion transcends the call structure, the guarantees change on each level. We show that an interface that respects both is not only effective, but also efficient

    Oink: an Implementation and Evaluation of Modern Parity Game Solvers

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    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
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