parity games
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2022 ◽  
Vol Volume 18, Issue 1 ◽  
Author(s):  
Karoliina Lehtinen ◽  
Paweł Parys ◽  
Sven Schewe ◽  
Dominik Wojtczak

Zielonka's classic recursive algorithm for solving parity games is perhaps the simplest among the many existing parity game algorithms. However, its complexity is exponential, while currently the state-of-the-art algorithms have quasipolynomial complexity. Here, we present a modification of Zielonka's classic algorithm that brings its complexity down to $n^{O\left(\log\left(1+\frac{d}{\log n}\right)\right)}$, for parity games of size $n$ with $d$ priorities, in line with previous quasipolynomial-time solutions.


2021 ◽  
Vol 351 ◽  
pp. 278-295
Author(s):  
Kazuki Watanabe ◽  
Clovis Eberhart ◽  
Kazuyuki Asada ◽  
Ichiro Hasuo

2021 ◽  
Vol 22 (3) ◽  
pp. 1-51
Author(s):  
Christopher H. Broadbent ◽  
Arnaud Carayol ◽  
Matthew Hague ◽  
Andrzej S. Murawski ◽  
C.-H. Luke Ong ◽  
...  

This article studies a large class of two-player perfect-information turn-based parity games on infinite graphs, namely, those generated by collapsible pushdown automata. The main motivation for studying these games comes from the connections from collapsible pushdown automata and higher-order recursion schemes, both models being equi-expressive for generating infinite trees. Our main result is to establish the decidability of such games and to provide an effective representation of the winning region as well as of a winning strategy. Thus, the results obtained here provide all necessary tools for an in-depth study of logical properties of trees generated by collapsible pushdown automata/recursion schemes.


2021 ◽  
Vol 22 (2) ◽  
pp. 1-37
Author(s):  
Christopher H. Broadbent ◽  
Arnaud Carayol ◽  
C.-H. Luke Ong ◽  
Olivier Serre

This article studies the logical properties of a very general class of infinite ranked trees, namely, those generated by higher-order recursion schemes. We consider, for both monadic second-order logic and modal -calculus, three main problems: model-checking, logical reflection (a.k.a. global model-checking, that asks for a finite description of the set of elements for which a formula holds), and selection (that asks, if exists, for some finite description of a set of elements for which an MSO formula with a second-order free variable holds). For each of these problems, we provide an effective solution. This is obtained, thanks to a known connection between higher-order recursion schemes and collapsible pushdown automata and on previous work regarding parity games played on transition graphs of collapsible pushdown automata.


Quantum ◽  
2021 ◽  
Vol 5 ◽  
pp. 404
Author(s):  
Sebastian Horvat ◽  
Borivoje Dakić

The double slit experiment provides a clear demarcation between classical and quantum theory, while multi-slit experiments demarcate quantum and higher-order interference theories. In this work we show that these experiments pertain to a broader class of processes, which can be formulated as information-processing tasks, providing a clear cut between classical, quantum and higher-order theories. The tasks involve two parties and communication between them with the goal of winning certain parity games. We show that the order of interference is in one-to-one correspondence with the parity order of these games. Furthermore, we prove the order of interference to be additive under composition of systems both in classical and quantum theory. The latter result can be used as a (semi)device-independent witness of the number of particles in the quantum setting. Finally, we extend our game formulation within the generalized probabilistic framework and prove that tomographic locality implies the additivity of the order of interference under composition. These results shed light on the operational meaning of the order of interference and can be important for the identification of the information-theoretic principles behind second-order interference in quantum theory.


Author(s):  
Antonio Di Stasio ◽  
Aniello Murano ◽  
Vincenzo Prignano ◽  
Loredana Sorrentino

AbstractParity games are infinite-round two-player games played on directed graphs whose nodes are labeled with priorities. The winner of a play is determined by the smallest priority (even or odd) that is encountered infinitely often along the play. In the last two decades, several algorithms for solving parity games have been proposed and implemented in , a platform written in OCaml. includes the Zielonka’s recursive algorithm (, for short) which is known to be the best performing one over random games. Notably, several attempts have been carried out with the aim of improving the performance of in , but with small advances in practice. In this work, we deeply revisit the implementation of by dealing with the use of specific data structures and programming languages such as Scala, Java, C++, and Go. Our empirical evaluation shows that these choices are successful, gaining up to three orders of magnitude in running time over the classic version of the algorithm implemented in .


Author(s):  
Daniel Hausmann ◽  
Lutz Schröder

AbstractIt is well-known that the winning region of a parity game with n nodes and k priorities can be computed as a k-nested fixpoint of a suitable function; straightforward computation of this nested fixpoint requires $$\mathcal {O}(n^{\frac{k}{2}})$$ O ( n k 2 ) iterations of the function. Calude et al.’s recent quasipolynomial-time parity game solving algorithm essentially shows how to compute the same fixpoint in only quasipolynomially many iterations by reducing parity games to quasipolynomially sized safety games. Universal graphs have been used to modularize this transformation of parity games to equivalent safety games that are obtained by combining the original game with a universal graph. We show that this approach naturally generalizes to the computation of solutions of systems of any fixpoint equations over finite lattices; hence, the solution of fixpoint equation systems can be computed by quasipolynomially many iterations of the equations. We present applications to modal fixpoint logics and games beyond relational semantics. For instance, the model checking problems for the energy $$\mu $$ μ -calculus, finite latticed $$\mu $$ μ -calculi, and the graded and the (two-valued) probabilistic $$\mu $$ μ -calculus – with numbers coded in binary – can be solved via nested fixpoints of functions that differ substantially from the function for parity games but still can be computed in quasipolynomial time; our result hence implies that model checking for these $$\mu $$ μ -calculi is in $$\textsc {QP}$$ QP . Moreover, we improve the exponent in known exponential bounds on satisfiability checking.


2021 ◽  
Vol 54 (5) ◽  
pp. 127-132
Author(s):  
Rupak Majumdar ◽  
Kaushik Mallik ◽  
Anne-Kathrin Schmuck ◽  
Sadegh Soudjani

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