Deciding regular games: a playground for exponential time algorithms

Fuente: arXiv
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Main Authors: Liang, Zihui, Khoussainov, Bakh, Xiao, Mingyu
Format: Preprint
Published: 2024
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author Liang, Zihui
Khoussainov, Bakh
Xiao, Mingyu
author_facet Liang, Zihui
Khoussainov, Bakh
Xiao, Mingyu
contents Regular games form a well-established class of games for analysis and synthesis of reactive systems. They include coloured Muller games, McNaughton games, Muller games, Rabin games, and Streett games. These games are played on directed graphs $\mathcal G$ where Player 0 and Player 1 play by generating an infinite path $ρ$ through the graph. The winner is determined by specifications put on the set $X$ of vertices in $ρ$ that occur infinitely often. These games are determined, enabling the partitioning of $\mathcal G$ into two sets $W_0$ and $W_1$ of winning positions for Player 0 and Player 1, respectively. Numerous algorithms exist that decide specific instances of regular games, e.g., Muller games, by computing $W_0$ and $W_1$. In this paper we aim to find general principles for designing uniform algorithms that decide all regular games. For this we utilise various recursive and dynamic programming algorithms that leverage standard notions such as subgames and traps. Importantly, we show that our techniques improve or match the performances of existing algorithms for many instances of regular games.
format Preprint
id arxiv_https___arxiv_org_abs_2405_07188
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Deciding regular games: a playground for exponential time algorithms
Liang, Zihui
Khoussainov, Bakh
Xiao, Mingyu
Computer Science and Game Theory
Regular games form a well-established class of games for analysis and synthesis of reactive systems. They include coloured Muller games, McNaughton games, Muller games, Rabin games, and Streett games. These games are played on directed graphs $\mathcal G$ where Player 0 and Player 1 play by generating an infinite path $ρ$ through the graph. The winner is determined by specifications put on the set $X$ of vertices in $ρ$ that occur infinitely often. These games are determined, enabling the partitioning of $\mathcal G$ into two sets $W_0$ and $W_1$ of winning positions for Player 0 and Player 1, respectively. Numerous algorithms exist that decide specific instances of regular games, e.g., Muller games, by computing $W_0$ and $W_1$. In this paper we aim to find general principles for designing uniform algorithms that decide all regular games. For this we utilise various recursive and dynamic programming algorithms that leverage standard notions such as subgames and traps. Importantly, we show that our techniques improve or match the performances of existing algorithms for many instances of regular games.
title Deciding regular games: a playground for exponential time algorithms
topic Computer Science and Game Theory
url https://arxiv.org/abs/2405.07188