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Paweł Parys

Publications and source records attributed to Paweł Parys.

29 records · Page 2Linked to original sources

Parity Games: Another View on Lehtinen's Algorithm

Recently, five quasi-polynomial-time algorithms solving parity games were proposed. We elaborate on one of the algorithms, by Lehtinen (2018). Czerwiński et al. (2019) observe that four of the algorithms can be expressed as constructions of separating automata (of quasi-polynomial size), that is, automata that accept all plays decisively won by one of the players, and rejecting all plays decisively won by the other player. The separating automata corresponding to three of the algorithms are deterministic, and it is clear that deterministic separating automata can be used to solve parity games. The separating automaton corresponding to the algorithm of Lehtinen is nondeterministic, though. While this particular automaton can be used to solve parity games, this is not true for every nondeterministic separating automaton. As a first (more conceptual) contribution, we specify when a nondeterministic separating automaton can be used to solve parity games. We also repeat the correctness proof of the Lehtinen's algorithm, using separating automata. In this part, we prove that her construction actually leads to a faster algorithm than originally claimed in her paper: its complexity is $n^{O(\log n)}$ rather than $n^{O(\log d \cdot \log n)}$ (where $n$ is the number of nodes, and $d$ the number of priorities of a considered parity game), which is similar to complexities of the other quasi-polynomial-time algorithms.

cs.FL↗

Parity Games: Zielonka's Algorithm in Quasi-Polynomial Time

Calude, Jain, Khoussainov, Li, and Stephan (2017) proposed a quasi-polynomial-time algorithm solving parity games. After this breakthrough result, a few other quasi-polynomial-time algorithms were introduced; none of them is easy to understand. Moreover, it turns out that in practice they operate very slowly. On the other side there is the Zielonka's recursive algorithm, which is very simple, exponential in the worst case, and the fastest in practice. We combine these two approaches: we propose a small modification of the Zielonka's algorithm, which ensures that the running time is at most quasi-polynomial. In effect, we obtain a simple algorithm that solves parity games in quasi-polynomial time. We also hope that our algorithm, after further optimizations, can lead to an algorithm that shares the good performance of the Zielonka's algorithm on typical inputs, while reducing the worst-case complexity on difficult inputs.

cs.FL↗

Intersection Types for Unboundedness Problems

Intersection types have been originally developed as an extension of simple types, but they can also be used for refining simple types. In this survey we concentrate on the latter option; more precisely, on the use of intersection types for describing quantitative properties of simply typed lambda-terms. We present two type systems. The first allows to estimate (by appropriately defined value of a derivation) the number of appearances of a fixed constant 'a' in the beta-normal form of a considered lambda-term. The second type system is more complicated, and allows to estimate the maximal number of appearances of the constant 'a' on a single branch.

cs.LO↗

Universal trees grow inside separating automata: Quasi-polynomial lower bounds for parity games

Several distinct techniques have been proposed to design quasi-polynomial algorithms for solving parity games since the breakthrough result of Calude, Jain, Khoussainov, Li, and Stephan (2017): play summaries, progress measures and register games. We argue that all those techniques can be viewed as instances of the separation approach to solving parity games, a key technical component of which is constructing (explicitly or implicitly) an automaton that separates languages of words encoding plays that are (decisively) won by either of the two players. Our main technical result is a quasi-polynomial lower bound on the size of such separating automata that nearly matches the current best upper bounds. This forms a barrier that all existing approaches must overcome in the ongoing quest for a polynomial-time algorithm for solving parity games. The key and fundamental concept that we introduce and study is a universal ordered tree. The technical highlights are a quasi-polynomial lower bound on the size of universal ordered trees and a proof that every separating safety automaton has a universal tree hidden in its state space.

cs.FL↗

Intersection Types and Counting

We present a new approach to the following meta-problem: given a quantitative property of trees, design a type system such that the desired property for the tree generated by an infinitary ground lambda-term corresponds to some property of a derivation of a type for this lambda-term, in this type system. Our approach is presented in the particular case of the language finiteness problem for nondeterministic higher-order recursion schemes (HORSes): given a nondeterministic HORS, decide whether the set of all finite trees generated by this HORS is finite. We give a type system such that the HORS can generate a tree of an arbitrarily large finite size if and only if in the type system we can obtain derivations that are arbitrarily large, in an appropriate sense; the latter condition can be easily decided.

cs.LO↗

Intersection Types and Counting

We present a new approach to the following meta-problem: given a quantitative property of trees, design a type system such that the desired property for the tree generated by an infinitary ground $λ$-term corresponds to some property of a derivation of a type for this $λ$-term, in this type system. Our approach is presented in the particular case of the language finiteness problem for nondeterministic higher-order recursion schemes (HORSes): given a nondeterministic HORS, decide whether the set of all finite trees generated by this HORS is finite. We give a type system such that the HORS can generate a tree of an arbitrarily large finite size if and only if in the type system we can obtain derivations that are arbitrarily large, in an appropriate sense; the latter condition can be easily decided.

cs.LO↗

The Diagonal Problem for Higher-Order Recursion Schemes is Decidable

A non-deterministic recursion scheme recognizes a language of finite trees. This very expressive model can simulate, among others, higher-order pushdown automata with collapse. We show decidability of the diagonal problem for schemes. This result has several interesting consequences. In particular, it gives an algorithm that computes the downward closure of languages of words recognized by schemes. In turn, this has immediate application to separability problems and reachability analysis of concurrent systems.

cs.FL↗

Ordered Tree-Pushdown Systems

We define a new class of pushdown systems where the pushdown is a tree instead of a word. We allow a limited form of lookahead on the pushdown conforming to a certain ordering restriction, and we show that the resulting class enjoys a decidable reachability problem. This follows from a preservation of recognizability result for the backward reachability relation of such systems. As an application, we show that our simple model can encode several formalisms generalizing pushdown systems, such as ordered multi-pushdown systems, annotated higher-order pushdown systems, the Krivine machine, and ordered annotated multi-pushdown systems. In each case, our procedure yields tight complexity.

cs.FL↗

The MSO+U theory of (N, <) is undecidable

We consider the logic MSO+U, which is monadic second-order logic extended with the unbounding quantifier. The unbounding quantifier is used to say that a property of finite sets holds for sets of arbitrarily large size. We prove that the logic is undecidable on infinite words, i.e. the MSO+U theory of (N,<) is undecidable. This settles an open problem about the logic, and improves a previous undecidability result, which used infinite trees and additional axioms from set theory.

cs.LO↗

Higher-Order Pushdown Systems with Data

We propose a new extension of higher-order pushdown automata, which allows to use an infinite alphabet. The new automata recognize languages of data words (instead of normal words), which beside each its letter from a finite alphabet have a data value from an infinite alphabet. Those data values can be loaded to the stack of the automaton, and later compared with some farther data values on the input. Our main purpose for introducing these automata is that they may help in analyzing normal automata (without data). As an example, we give a proof that deterministic automata with collapse can recognize more languages than deterministic automata without collapse. This proof is simpler than in the no-data case. We also state a hypothesis how the new automaton model can be related to the original model of higher-order pushdown automata.

cs.FL↗

Strictness of the Collapsible Pushdown Hierarchy

We present a pumping lemma for each level of the collapsible pushdown graph hierarchy in analogy to the second author's pumping lemma for higher-order pushdown graphs (without collapse). Using this lemma, we give the first known examples that separate the levels of the collapsible pushdown graph hierarchy and of the collapsible pushdown tree hierarchy, i.e., the hierarchy of trees generated by higher-order recursion schemes. This confirms the open conjecture that higher orders allow one to generate more graphs and more trees.

cs.FL↗