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Partial Solvers for Parity Games: Effective Polynomial-Time Composition

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 Publication date 2016
and research's language is English




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Partial methods play an important role in formal methods and beyond. Recently such methods were developed for parity games, where polynomial-time partial solvers decide the winners of a subset of nodes. We investigate here how effective polynomial-time partial solvers can be by studying interactions of partial solvers based on generic composition patterns that preserve polynomial-time computability. We show that use of such composition patterns discovers new partial solvers - including those that merge node sets that have the same but unknown winner - by studying games that composed partial solvers can neither solve nor simplify. We experimentally validate that this data-driven approach to refinement leads to polynomial-time partial solvers that can solve all standard benchmarks of structured games. For one of these polynomial-time partial solvers not even a sole random game from a few billion random games of varying configuration was found that it wont solve completely.



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We consider parity games on infinite graphs where configurations are represented by control-states and integer vectors. This framework subsumes two classic game problems: parity games on vector addition systems with states (vass) and multidimensional energy parity games. We show that the multidimensional energy parity game problem is inter-reducible with a subclass of single-sided parity games on vass where just one player can modify the integer counters and the opponent can only change control-states. Our main result is that the minimal elements of the upward-closed winning set of these single-sided parity games on vass are computable. This implies that the Pareto frontier of the minimal initial credit needed to win multidimensional energy parity games is also computable, solving an open question from the literature. Moreover, our main result implies the decidability of weak simulation preorder/equivalence between finite-state systems and vass, and the decidability of model checking vass with a large fragment of the modal mu-calculus.
Progress-measure lifting algorithms for solving parity games have the best worst-case asymptotic runtime, but are limited by their asymmetric nature, and known from the work of Czerwinski et al. (2018) to be subject to a matching quasi-polynomial lower bound inherited from the combinatorics of universal trees. Parys (2019) has developed an ingenious quasi-polynomial McNaughton- Zielonka-style algorithm, and Lehtinen et al. (2019) have improved its worst-case runtime. Jurdzinski and Morvan (2020) have recently brought forward a generic attractor-based algorithm, formalizing a second class of quasi-polynomial solutions to solving parity games, which have runtime quadratic in the size of universal trees. First, we adapt the framework of iterative lifting algorithms to computing attractor-based strategies. Second, we design a symmetric lifting algorithm in this setting, in which two lifting iterations, one for each player, accelerate each other in a recursive fashion. The symmetric algorithm performs at least as well as progress-measure liftings in the worst-case, whilst bypassing their inherent asymmetric limitation. Thirdly, we argue that the behaviour of the generic attractor-based algorithm of Jurdzinski and Morvan (2020) can be reproduced by a specific deceleration of our symmetric lifting algorithm, in which some of the information collected by the algorithm is repeatedly discarded. This yields a novel interpretation of McNaughton-Zielonka-style algorithms as progress-measure lifting iterations (with deliberate set-backs), further strengthening the ties between all known quasi-polynomial algorithms to date.
169 - Hugo Gimbert 2017
Recently Cristian S. Calude, Sanjay Jain, Bakhadyr Khoussainov, Wei Li and Frank Stephan proposed a quasi-polynomial time algorithm for parity games. This paper proposes a short proof of correctness of their algorithm.
2.5 player parity games combine the challenges posed by 2.5 player reachability games and the qualitative analysis of parity games. These two types of problems are best approached with different types of algorithms: strategy improvement algorithms for 2.5 player reachability games and recursive algorithms for the qualitative analysis of parity games. We present a method that - in contrast to existing techniques - tackles both aspects with the best suited approach and works exclusively on the 2.5 player game itself. The resulting technique is powerful enough to handle games with several million states.
In a mean-payoff parity game, one of the two players aims both to achieve a qualitative parity objective and to minimize a quantitative long-term average of payoffs (aka. mean payoff). The game is zero-sum and hence the aim of the other player is to either foil the parity objective or to maximize the mean payoff. Our main technical result is a pseudo-quasi-polynomial algorithm for solving mean-payoff parity games. All algorithms for the problem that have been developed for over a decade have a pseudo-polynomial and an exponential factors in their running times; in the running time of our algorithm the latter is replaced with a quasi-polynomial one. By the results of Chatterjee and Doyen (2012) and of Schewe, Weinert, and Zimmermann (2018), our main technical result implies that there are pseudo-quasi-polynomial algorithms for solving parity energy games and for solving parity games with weights. Our main conceptual contributions are the definitions of strategy decompositions for both players, and a notion of progress measures for mean-payoff parity games that generalizes both parity and energy progress measures. The former provides normal forms for and succinct representations of winning strategies, and the latter enables the application to mean-payoff parity games of the order-theoretic machinery that underpins a recent quasi-polynomial algorithm for solving parity games.
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