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Marek Szykuła

Publications and source records attributed to Marek Szykuła.

At least 19 recordsLinked to original sources

Synchronizing Automata: Open Problems

We survey selected open problems in the theory of synchronizing automata, centered around the famous Černý conjecture. A deterministic finite automaton is called synchronizing if it admits a reset word whose action maps all states to a single state. The Černý conjecture states that every synchronizing automaton with n states possesses a reset word of length at most (n-1)^2. We discuss avoiding words, compressing a state with another, synchronization of a (given or any) subset, complexity of deciding the synchronizability, average reset threshold, and linear-algebraic methods. Some new auxiliary results are also presented.

cs.FL↗

Synchronization of strongly connected partial DFAs and prefix codes

We study synchronizing partial DFAs, which extend the classical concept of synchronizing complete DFAs and are a special case of synchronizing unambiguous NFAs. A partial DFA is called synchronizing if it has a word (called a \emph{reset word}) whose action brings a non-empty subset of states to a unique state and is undefined for all other states. The class of strongly connected partial DFAs is precisely the class of DFAs recognizing the Kleene star of prefix codes. While in the general case the problem of checking whether a partial DFA is synchronizing is PSPACE-complete, we show that in the strongly connected case, this problem can be efficiently reduced to the same problem for a complete DFA. Using combinatorial, algebraic, and formal languages methods, we develop techniques that relate main synchronization problems for strongly connected partial DFAs to the same problems for complete DFAs. In particular, this includes the Černý and the rank conjectures, the problem of finding a reset word, and upper bounds on the length of the shortest reset words of literal automata of finite prefix codes. We conclude that solving fundamental synchronization problems is equally hard in both models, as an essential improvement of the results for one model implies an improvement for the other.

cs.FL↗

Regular Games -- an Automata-Based General Game Playing Language

We propose a new General Game Playing (GGP) system called Regular Games (RG). The main goal of RG is to be both computationally efficient and convenient for game design. The system consists of several languages. The core component is a low-level language that defines the rules by a finite automaton. It is minimal with only a few mechanisms, which makes it easy for automatic processing (by agents, analysis, optimization, etc.). The language is universal for the class of all finite turn-based games with imperfect information. Higher-level languages are introduced for game design (by humans or Procedural Content Generation), which are eventually translated to a low-level language. RG generates faster forward models than the current state of the art, beating other GGP systems (Regular Boardgames, Ludii) in terms of efficiency. Additionally, RG's ecosystem includes an editor with LSP, automaton visualization, benchmarking tools, and a debugger of game description transformations.

cs.AI↗

Reset thresholds of transformation monoids

Motivated by the Černý conjecture for automata, we introduce the concept of monoidal automata, which allows the formulation of the Černý conjecture for monoids. We show upper bounds on the reset threshold of monoids with certain properties. In particular, we obtain a quadratic upper bound if the transformation monoid contains a primitive group of permutations and a singular of maximal rank with only one point of contraction.

cs.FL↗

Completely reachable automata: a quadratic decision algorithm and a quadratic upper bound on the reaching threshold

A complete deterministic finite (semi)automaton (DFA) with a set of states $Q$ is \emph{completely reachable} if every nonempty subset of $Q$ is the image of the action of some word applied to $Q$. The concept of completely reachable automata appeared, in particular, in connection with synchronizing automata; the class contains the Čern{ý} automata and covers several distinguished subclasses. The notion was introduced by Bondar and Volkov (2016), who also raised the question about the complexity of deciding if an automaton is completely reachable. We develop an algorithm solving this problem, which works in ${\mathcal{O}(|Σ|\cdot n^2)}$ time and $\mathcal{O}(|Σ|\cdot n)$ space, where $n=|Q|$ is the number of states and $|Σ|$ is the size of the input alphabet. In the second part, we prove a weak Don's conjecture for this class of automata: a nonempty subset of states $S \subseteq Q$ is reachable with a word of length at most $2n(n-|S|) - n \cdot H_{n-|S|}$, where $H_i$ is the $i$-th harmonic number. This implies a quadratic upper bound in $n$ on the length of the shortest synchronizing words (reset threshold) for the class of completely reachable automata and generalizes earlier upper bounds derived for its subclasses.

cs.FL↗

Fast and Knowledge-Free Deep Learning for General Game Playing (Student Abstract)

We develop a method of adapting the AlphaZero model to General Game Playing (GGP) that focuses on faster model generation and requires less knowledge to be extracted from the game rules. The dataset generation uses MCTS playing instead of self-play; only the value network is used, and attention layers replace the convolutional ones. This allows us to abandon any assumptions about the action space and board topology. We implement the method within the Regular Boardgames GGP system and show that we can build models outperforming the UCT baseline for most games efficiently.

cs.AI↗

Primitive Automata that are Synchronizing

A deterministic finite (semi)automaton is primitive if its transition monoid (semigroup) acting on the set of states has no non-trivial congruences. It is synchronizing if it contains a constant map (transformation). In analogy to synchronizing groups, we study the possibility of characterizing automata that are synchronizing if primitive. We prove that the implication holds for several classes of automata. In particular, we show it for automata whose every letter induce either a permutation or a semiconstant transformation (an idempotent with one point of contraction) unless all letters are of the first type. We propose and discuss two conjectures about possible more general characterizations.

cs.FL↗

An Improved Algorithm for Finding the Shortest Synchronizing Words

A synchronizing word of a deterministic finite complete automaton is a word whose action maps every state to a single one. Finding a shortest or a short synchronizing word is a central computational problem in the theory of synchronizing automata and is applied in other areas such as model-based testing and the theory of codes. Because the problem of finding a shortest synchronizing word is computationally hard, among \emph{exact} algorithms only exponential ones are known. We redesign the previously fastest known exact algorithm based on the bidirectional breadth-first search and improve it with respect to time and space in a practical sense. We develop new algorithmic enhancements and adapt the algorithm to multithreaded and GPU computing. Our experiments show that the new algorithm is multiple times faster than the previously fastest one and its advantage quickly grows with the hardness of the problem instance. Given a modest time limit, we compute the lengths of the shortest synchronizing words for random binary automata up to 570 states, significantly beating the previous record. We refine the experimental estimation of the average reset threshold of these automata. Finally, we develop a general computational package devoted to the problem, where an efficient and practical implementation of our algorithm is included, together with several well-known heuristics.

cs.FL↗

Split Moves for Monte-Carlo Tree Search

In many games, moves consist of several decisions made by the player. These decisions can be viewed as separate moves, which is already a common practice in multi-action games for efficiency reasons. Such division of a player move into a sequence of simpler / lower level moves is called \emph{splitting}. So far, split moves have been applied only in forementioned straightforward cases, and furthermore, there was almost no study revealing its impact on agents' playing strength. Taking the knowledge-free perspective, we aim to answer how to effectively use split moves within Monte-Carlo Tree Search (MCTS) and what is the practical impact of split design on agents' strength. This paper proposes a generalization of MCTS that works with arbitrarily split moves. We design several variations of the algorithm and try to measure the impact of split moves separately on efficiency, quality of MCTS, simulations, and action-based heuristics. The tests are carried out on a set of board games and performed using the Regular Boardgames General Game Playing formalism, where split strategies of different granularity can be automatically derived based on an abstract description of the game. The results give an overview of the behavior of agents using split design in different ways. We conclude that split design can be greatly beneficial for single- as well as multi-action games.

cs.AI↗

The Frobenius and factor universality problems of the Kleene star of a finite set of words

We solve open problems concerning the Kleene star $L^*$ of a finite set $L$ of words over an alphabet $Σ$. The \emph{Frobenius monoid} problem is the question for a given finite set of words $L$, whether the language $L^*$ is cofinite. We show that it is PSPACE-complete. We also exhibit an infinite family of sets $L$ such that the length of the longest words not in $L^*$ (when $L^*$ is cofinite) is exponential in the length of the longest words in $L$ and subexponential in the sum of the lengths of words in $L$. The \emph{factor universality} problem is the question for a given finite set of words $L$, whether every word over $Σ$ is a factor (substring) of some word from $L^*$. We show that it is also PSPACE-complete. Besides that, we exhibit an infinite family of sets $L$ such that the length of the shortest words not being a factor of any word in $L^*$ is exponential in the length of the longest words in $L$ and subexponential in the sum of the lengths of words in $L$. This essentially settles in the negative the longstanding Restivo's conjecture (1981) and its weak variations. All our solutions base on one shared construction, and as an auxiliary general tool, we introduce the concept of \emph{set rewriting systems}. Finally, we complement the results with upper bounds.

cs.FL↗

Preimage problems for deterministic finite automata

Given a subset of states $S$ of a deterministic finite automaton and a word $w$, the preimage is the subset of all states mapped to a state in $S$ by the action of $w$. We study three natural problems concerning words giving certain preimages. The first problem is whether, for a given subset, there exists a word \emph{extending} the subset (giving a larger preimage). The second problem is whether there exists a \emph{totally extending} word (giving the whole set of states as a preimage)---equivalently, whether there exists an \emph{avoiding} word for the complementary subset. The third problem is whether there exists a \emph{resizing} word. We also consider variants where the length of the word is upper bounded, where the size of the given subset is restricted, and where the automaton is strongly connected, synchronizing, or binary. We conclude with a summary of the complexities in all combinations of the cases.

cs.FL↗

Efficient Reasoning in Regular Boardgames

We present the technical side of reasoning in Regular Boardgames (RBG) language -- a universal General Game Playing (GGP) formalism for the class of finite deterministic games with perfect information, encoding rules in the form of regular expressions. RBG serves as a research tool that aims to aid in the development of generalized algorithms for knowledge inference, analysis, generation, learning, and playing games. In all these tasks, both generality and efficiency are important. In the first part, this paper describes optimizations used by the RBG compiler. The impact of these optimizations ranges from 1.7 to even 33-fold efficiency improvement when measuring the number of possible game playouts per second. Then, we perform an in-depth efficiency comparison with three other modern GGP systems (GDL, Ludii, Ai Ai). We also include our own highly optimized game-specific reasoners to provide a point of reference of the maximum speed. Our experiments show that RBG is currently the fastest among the abstract general game playing languages, and its efficiency can be competitive to common interface-based systems that rely on handcrafted game-specific implementations. Finally, we discuss some issues and methodology of computing benchmarks like this.

cs.AI↗

Existential length universality

We study the following natural variation on the classical universality problem: given a language $L(M)$ represented by $M$ (e.g., a DFA/RE/NFA/PDA), does there exist an integer $\ell \geq 0$ such that $Σ^\ell \subseteq L(M)$? In the case of an NFA, we show that this problem is NEXPTIME-complete, and the smallest such $\ell$ can be doubly exponential in the number of states. This particular case was formulated as an open problem in 2009, and our solution uses a novel and involved construction. In the case of a PDA, we show that it is recursively unsolvable, while the smallest such $\ell$ is not bounded by any computable function of the number of states. In the case of a DFA, we show that the problem is NP-complete, and $e^{\sqrt{n \log n} (1+o(1))}$ is an asymptotically tight upper bound for the smallest such $\ell$, where $n$ is the number of states. Finally, we prove that in all these cases, the problem becomes computationally easier when the length $\ell$ is also given in binary in the input: it is polynomially solvable for a DFA, PSPACE-complete for an NFA, and co-NEXPTIME-complete for a PDA.

cs.FL↗

Experimental Studies in General Game Playing: An Experience Report

We describe nearly fifteen years of General Game Playing experimental research history in the context of reproducibility and fairness of comparisons between various GGP agents and systems designed to play games described by different formalisms. We think our survey may provide an interesting perspective of how chaotic methods were allowed when nothing better was possible. Finally, from our experience-based view, we would like to propose a few recommendations of how such specific heterogeneous branch of research should be handled appropriately in the future. The goal of this note is to point out common difficulties and problems in the experimental research in the area. We hope that our recommendations will help in avoiding them in future works and allow more fair and reproducible comparisons.

cs.AI↗

A note on the empirical comparison of RBG and Ludii

We present an experimental comparison of the efficiency of three General Game Playing systems in their current versions: Regular Boardgames (RBG 1.0), Ludii~0.3.0, and a Game Description Language (GDL) propnet. We show that in general, RBG is currently the fastest GGP system. For example, for chess, we demonstrate that RBG is about 37 times faster than Ludii, and Ludii is about 3 times slower than a GDL propnet. Referring to the recent comparison [An Empirical Evaluation of Two General Game Systems: Ludii and RBG, CoG 2019], we show evidences that the benchmark presented there contains a number of significant flaws that lead to wrong conclusions.

cs.AI↗

State Complexity of Overlap Assembly

The \emph{state complexity} of a regular language $L_m$ is the number $m$ of states in a minimal deterministic finite automaton (DFA) accepting $L_m$. The state complexity of a regularity-preserving binary operation on regular languages is defined as the maximal state complexity of the result of the operation where the two operands range over all languages of state complexities $\le m$ and $\le n$, respectively. We find a tight upper bound on the state complexity of the binary operation \emph{overlap assembly} on regular languages. This operation was introduced by Csuhaj-Varjú, Petre, and Vaszil to model the process of self-assembly of two linear DNA strands into a longer DNA strand, provided that their ends "overlap". We prove that the state complexity of the overlap assembly of languages $L_m$ and $L_n$, where $m\ge 2$ and $n\ge1$, is at most $2 (m-1) 3^{n-1} + 2^n$. Moreover, for $m \ge 2$ and $n \ge 3$ there exist languages $L_m$ and $L_n$ over an alphabet of size $n$ whose overlap assembly meets the upper bound and this bound cannot be met with smaller alphabets. Finally, we prove that $m+n$ is a tight upper bound on the overlap assembly of unary languages, and that there are binary languages whose overlap assembly has exponential state complexity at least $m(2^{n-1}-2)+2$.

cs.FL↗

Regular Boardgames

We propose a new General Game Playing (GGP) language called Regular Boardgames (RBG), which is based on the theory of regular languages. The objective of RBG is to join key properties as expressiveness, efficiency, and naturalness of the description in one GGP formalism, compensating certain drawbacks of the existing languages. This often makes RBG more suitable for various research and practical developments in GGP. While dedicated mostly for describing board games, RBG is universal for the class of all finite deterministic turn-based games with perfect information. We establish foundations of RBG, and analyze it theoretically and experimentally, focusing on the efficiency of reasoning. Regular Boardgames is the first GGP language that allows efficient encoding and playing games with complex rules and with large branching factor (e.g.\ amazons, arimaa, large chess variants, go, international checkers, paper soccer).

cs.AI↗

Syntactic complexity of bifix-free languages

We study the properties of syntactic monoids of bifix-free regular languages. In particular, we solve an open problem concerning syntactic complexity: We prove that the cardinality of the syntactic semigroup of a bifix-free language with state complexity $n$ is at most $(n-1)^{n-3}+(n-2)^{n-3}+(n-3)2^{n-3}$ for $n\ge 6$. The main proof uses a large construction with the method of injective function. Since this bound is known to be reachable, and the values for $n \le 5$ are known, this completely settles the problem. We also prove that $(n-2)^{n-3} + (n-3)2^{n-3} - 1$ is the minimal size of the alphabet required to meet the bound for $n \ge 6$. Finally, we show that the largest transition semigroups of minimal DFAs which recognize bifix-free languages are unique up to renaming the states.

cs.FL↗