29 research outputs found

    Fixed-Dimensional Energy Games are in Pseudo-Polynomial Time

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    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

    A Universal Attractor Decomposition Algorithm for Parity Games

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    An attractor decomposition meta-algorithm for solving parity games is given that generalizes the classic McNaughton-Zielonka algorithm and its recent quasi-polynomial variants due to Parys (2019), and to Lehtinen, Schewe, and Wojtczak (2019). The central concepts studied and exploited are attractor decompositions of dominia in parity games and the ordered trees that describe the inductive structure of attractor decompositions. The main technical results include the embeddable decomposition theorem and the dominion separation theorem that together help establish a precise structural condition for the correctness of the universal algorithm: it suffices that the two ordered trees given to the algorithm as inputs embed the trees of some attractor decompositions of the largest dominia for each of the two players, respectively. The universal algorithm yields McNaughton-Zielonka, Parys's, and Lehtinen-Schewe-Wojtczak algorithms as special cases when suitable universal trees are given to it as inputs. The main technical results provide a unified proof of correctness and deep structural insights into those algorithms. A symbolic implementation of the universal algorithm is also given that improves the symbolic space complexity of solving parity games in quasi-polynomial time from O(dlg⁥n)O(d \lg n)---achieved by Chatterjee, Dvo\v{r}\'{a}k, Henzinger, and Svozil (2018)---down to O(lg⁥d)O(\lg d), where nn is the number of vertices and dd is the number of distinct priorities in a parity game. This not only exponentially improves the dependence on dd, but it also entirely removes the dependence on nn

    Distributed Methods for Computing Approximate Equilibria

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    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(nlog⁥n)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

    Games for Verification: Algorithmic Issues

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    This dissertation deals with a number of algorithmic problems motivated by computer aided formal verification of finite state systems. The goal of formal verification is to enhance the design and development of complex systems by providing methods and tools for specifying and verifying correctness of designs. The success of formal methods in practice depends heavily on the degree of automation of development and verification process. This motivates development of efficient algorithms for problems underlying many verification tasks. Tw

    This document in subdirectoryRS/99/19/ Hereditary History Preserving Bisimilarity Is Undecidable

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    Reproduction of all or part of this work is permitted for educational or research use on condition that this copyright notice is included in any copy. See back inner page for a list of recent BRICS Report Series publications. Copies may be obtained by contacting: BRIC

    This document in subdirectoryRS/99/1/ Hereditary History Preserving Simulation Is Undecidable

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    Reproduction of all or part of this work is permitted for educational or research use on condition that this copyright notice is included in any copy. See back inner page for a list of recent BRICS Report Series publications. Copies may be obtained by contacting: BRIC

    Reachability-time games on timed automata

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    Abstract. In a reachability-time game, players Min and Max choose moves so that the time to reach a final state in a timed automaton is minimised or maximised, respectively. Asarin and Maler showed decidability of reachability-time games on strongly non-Zeno timed automata using a value iteration algorithm. This paper complements their work by providing a strategy improvement algorithm for the problem. It also generalizes their decidability result because the proposed strategy improvement algorithm solves reachability-time games on all timed automata. The exact computational complexity of solving reachability-time games is also established: the problem is EXPTIME-complete for timed automata with at least two clocks.
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