An Automata-Based Approach to Games with $ω$-Automatic Preferences

Fuente: arXiv
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Autori principali: Bruyère, Véronique, Filiot, Emmanuel, Grandmont, Christophe, Raskin, Jean-François
Natura: Preprint
Pubblicazione: 2026
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author Bruyère, Véronique
Filiot, Emmanuel
Grandmont, Christophe
Raskin, Jean-François
author_facet Bruyère, Véronique
Filiot, Emmanuel
Grandmont, Christophe
Raskin, Jean-François
contents This paper studies multiplayer turn-based games on graphs in which player preferences are modeled as $ω$-automatic relations given by deterministic parity automata. This contrasts with most existing work, which focuses on specific reward functions. We conduct a computational analysis of these games, starting with the threshold problem in the antagonistic zero-sum case. As in classical games, we introduce the concept of value, defined here as the set of plays a player can guarantee to improve upon, relative to their preference relation. We show that this set is recognized by an alternating parity automaton APW of polynomial size. We also establish the computational complexity of several problems related to the concepts of value and optimal strategy, taking advantage of the $ω$-automatic characterization of value. Next, we shift to multiplayer games and Nash equilibria, and revisit the threshold problem in this context. Based on an APW construction again, we close complexity gaps left open in the literature, and additionally show that cooperative rational synthesis is $\mathsf{PSPACE}$-complete, while it becomes undecidable in the non-cooperative case.
format Preprint
id arxiv_https___arxiv_org_abs_2602_08549
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle An Automata-Based Approach to Games with $ω$-Automatic Preferences
Bruyère, Véronique
Filiot, Emmanuel
Grandmont, Christophe
Raskin, Jean-François
Computer Science and Game Theory
Formal Languages and Automata Theory
This paper studies multiplayer turn-based games on graphs in which player preferences are modeled as $ω$-automatic relations given by deterministic parity automata. This contrasts with most existing work, which focuses on specific reward functions. We conduct a computational analysis of these games, starting with the threshold problem in the antagonistic zero-sum case. As in classical games, we introduce the concept of value, defined here as the set of plays a player can guarantee to improve upon, relative to their preference relation. We show that this set is recognized by an alternating parity automaton APW of polynomial size. We also establish the computational complexity of several problems related to the concepts of value and optimal strategy, taking advantage of the $ω$-automatic characterization of value. Next, we shift to multiplayer games and Nash equilibria, and revisit the threshold problem in this context. Based on an APW construction again, we close complexity gaps left open in the literature, and additionally show that cooperative rational synthesis is $\mathsf{PSPACE}$-complete, while it becomes undecidable in the non-cooperative case.
title An Automata-Based Approach to Games with $ω$-Automatic Preferences
topic Computer Science and Game Theory
Formal Languages and Automata Theory
url https://arxiv.org/abs/2602.08549