A symmetric recursive algorithm for mean-payoff games
We propose a new deterministic symmetric recursive algorithm for solving mean-payoff games.
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Publications and source records attributed to Pierre Ohlmann.
We propose a new deterministic symmetric recursive algorithm for solving mean-payoff games.
Polyregular functions form a robust class of string-to-string functions with polynomial growth, as evidenced by Bojanczyk (2018). This class admits numerous descriptions and enjoys several closure properties. Most notably, polyregular functions are regularity reflecting (\ie the inverse image of a regular language is regular). In this work, we propose a robust class of string-to-string functions with exponential growth which we call expregular functions. We consider the following three models for describing them: - MSO set interpretations, which extend MSO interpretations (one of the models capturing polyregular functions), by operating on monadic variables instead of tuples of first-order variables; - yield-Hennie machines, which are branching one-tape Turing machines with bounded visit; and - Ariadne transducers, a new model of 2-way pushdown machines with a bounded visit restriction. Our main contribution is a translation from MSO set interpretations to yield-Hennie machines, which are known to be regularity reflecting (Dartois, Nguy\~{\^{e}}n, Peyrat 2026). In particular this establishes that MSO set interpretations are regularity reflecting, which in turn settles a major conjecture about automatic structures: every automatic $\omega$-word has a decidable MSO theory. Yield-Hennie machine directly translate to Ariadne transducers, and our second contribution is to prove that Ariadne transducers also translate to MSO set interpretations, thus establishing the equivalence of the three models. This is obtained by showing that Ariadne automata -- the automaton model corresponding to Ariadne transducers -- recognise regular languages.
This paper contributes to the study of positional determinacy of infinite duration games played on potentially infinite graphs with neutral transitions. Recently, [Ohlmann, TheoretiCS 2023] established that positionality of prefix-independent objectives is preserved by finite lexicographic products. We propose two different notions of infinite lexicographic products indexed by arbitrary ordinals, and extend Ohlmann's result by proving that they also preserve positionality. In the context of one-player positionality, this extends positional determinacy results of [Gr\"adel and Walukiewicz, Logical Methods in Computer Science 2006] to edge-labelled games and arbitrarily many priorities for both Max-Parity and Min-Parity. Moreover, we show that the Max-Parity objectives over countable ordinals are complete for the infinite levels of the difference hierarchy over $\Sigma^0_2$ and that Min-Parity is complete for the class $\Sigma^0_3$. We obtain therefore positional languages that are complete for all those levels, as well as new insights about closure under unions and neutral letters.
In the context of 2-player zero-sum infinite-duration games played on (potentially infinite) graphs, the memory of an objective is the smallest integer k such that in any game won by Eve, she has a strategy with <= k states of memory. For omega-regular objectives, checking whether the memory equals a given number k was not known to be decidable. In this work, we focus on objectives in BC(Sigma0^2), i.e. recognised by a potentially infinite deterministic parity automaton. We provide a class of automata that recognise objectives with memory <= k, leading to the following results: (1) For omega-regular objectives, the memory over finite and infinite games coincides and can be computed in NP. (2) Given two objectives W1 and W2 in BC(Sigma0^2) and assuming W1 is prefix-independent, the memory of W1 U W2 is at most the product of the memories of W1 and W2. Our results also apply to chromatic memory, the variant where strategies can update their memory state only depending on which colour is seen.
The Pathwidth Theorem states that if a class of graphs has unbounded pathwidth, then it contains all trees as graph minors. We prove a similar result for dense graphs. More precisely, we give a finite family of tree-like patterns and prove that every graph class of bounded cliquewidth and unbounded linear cliquewidth contains arbitrarily large patterns as induced subgraphs. These patterns mso transduce all trees, and fo transduce subdivisions of all binary trees. In particular, our result provides the missing piece in establishing that the cmso transduction order is total over classes of finite graphs.
We study zero-sum, turn-based games on graphs. In this note, we show the existence of a game objective that is $\mathbf{\Pi}^0_3$-complete for the Borel hierarchy and that is positional, i.e., for which positional strategies suffice for the first player to win over game graphs of arbitrary cardinality. To the best of our knowledge, this is the first known such objective; all previously known positional objectives are in $\mathbf{\Sigma}^0_3$. The objective in question is a qualitative variant of the well-studied total-payoff objective, which deals with the behaviour of the sequence of partial sums of weights seen along plays.
In the context of two-player games over graphs, a language $L$ is called positional if, in all games using $L$ as winning objective, the protagonist can play optimally using positional strategies, that is, strategies that do not depend on the history of the play. In this work, we describe the class of parity automata recognising positional languages, providing a complete characterisation of positionality for $\omega$-regular languages. As corollaries, we establish decidability of positionality in polynomial time, finite-to-infinite and 1-to-2-players lifts, and show the closure under union of prefix-independent positional objectives, answering a conjecture by Kopczy\'nski in the $\omega$-regular case.
We propose to study transformations on graphs, and more generally structures, by looking at how the cut-rank (as introduced by Oum) of subsets is affected when going from the input structure to the output structure. We consider transformations in which the underlying sets are the same for both the input and output, and so the cut-ranks of subsets can be easily compared. The purpose of this paper is to give a characterisation of logically defined transductions that is expressed in purely structural terms, without referring to logic: transformations which decrease the cut-rank, in the asymptotic sense, are exactly those that can be defined in monadic second-order logic. This characterisation assumes that the transduction has inputs of bounded treewidth; we also show that the characterisation fails in the absence of any assumptions.
We study the existence of positional strategies for the protagonist in infinite duration games over arbitrary game graphs. We prove that prefix-independent objectives in $\Sigma_0^2$ which are positional and admit a (strongly) neutral letter are exactly those that are recognised by history-deterministic monotone co-B\"chi automata over countable ordinals. This generalises a criterion proposed by [Kopczy\'nski, ICALP 2006] and gives an alternative proof of closure under union for these objectives, which was known from [Ohlmann, TheoretiCS 2023]. We then give two applications of our result. First, we prove that the mean-payoff objective is positional over arbitrary game graphs. Second, we establish the following completeness result: for any objective $W$ which is prefix-independent, admits a (weakly) neutral letter, and is positional over finite game graphs, there is an objective $W'$ which is equivalent to $W$ over finite game graphs and positional over arbitrary game graphs.
The objective of this book is to give a comprehensive presentation of the research field concerned with infinite duration games on graphs. Historically, these game models appeared in the study of automata and logic, and they later became important for program verification and synthesis. They have many more applications, in particular some of the models investigated in this book were introduced and studied in neighbouring research communities such as optimisation, reinforcement learning, model theory, and set theory.
This short note establishes positionality of mean-payoff games over infinite game graphs by constructing a well-founded monotone universal graph.
We use model-theoretic tools originating from stability theory to derive a result we call the Finitary Substitute Lemma, which intuitively says the following. Suppose we work in a stable graph class C, and using a first-order formula {\phi} with parameters we are able to define, in every graph G in C, a relation R that satisfies some hereditary first-order assertion {\psi}. Then we are able to find a first-order formula {\phi}' that has the same property, but additionally is finitary: there is finite bound k such that in every graph G in C, different choices of parameters give only at most k different relations R that can be defined using {\phi}'. We use the Finitary Substitute Lemma to derive two corollaries about the existence of certain canonical decompositions in classes of well-structured graphs. - We prove that in the Splitter game, which characterizes nowhere dense graph classes, and in the Flipper game, which characterizes monadically stable graph classes, there is a winning strategy for Splitter, respectively Flipper, that can be defined in first-order logic from the game history. Thus, the strategy is canonical. - We show that for any fixed graph class C of bounded shrubdepth, there is an O(n^2)-time algorithm that given an n-vertex graph G in C, computes in an isomorphism-invariant way a structure H of bounded treedepth in which G can be interpreted. A corollary of this result is an O(n^2)-time isomorphism test and canonization algorithm for any fixed class of bounded shrubdepth.
Our main result is a succinct counterpoint to Courcelle's meta-theorem as follows: every cw-nontrivial monadic second-order (MSO) property is either NP-hard or coNP-hard over graphs given by succinct representations. Succint representations are Boolean circuits computing the adjacency relation. Cw-nontrivial properties are those which have infinitely many models and infinitely many countermodels with bounded cliquewidth. Moreover, we explore what happens when the cw-nontriviality condition is dropped and show that, under a reasonable complexity assumption, the previous dichotomy fails, even for questions expressible in first-order logic.
A class of graphs $\mathscr{C}$ is monadically stable if for any unary expansion $\widehat{\mathscr{C}}$ of $\mathscr{C}$, one cannot interpret, in first-order logic, arbitrarily long linear orders in graphs from $\widehat{\mathscr{C}}$. It is known that nowhere dense graph classes are monadically stable; these encompass most of the studied concepts of sparsity in graphs, including graph classes that exclude a fixed topological minor. On the other hand, monadic stability is a property expressed in purely model-theoretic terms and hence it is also suited for capturing structure in dense graphs. For several years, it has been suspected that one can create a structure theory for monadically stable graph classes that mirrors the theory of nowhere dense graph classes in the dense setting. In this work we provide a step in this direction by giving a characterization of monadic stability through the Flipper game: a game on a graph played by Flipper, who in each round can complement the edge relation between any pair of vertex subsets, and Connector, who in each round localizes the game to a ball of bounded radius. This is an analog of the Splitter game, which characterizes nowhere dense classes of graphs (Grohe, Kreutzer, and Siebertz, J.ACM'17). We give two different proofs of our main result. The first proof uses tools from model theory, and it exposes an additional property of monadically stable graph classes that is close in spirit to definability of types. Also, as a byproduct, we give an alternative proof of the recent result of Braunfeld and Laskowski (arXiv 2209.05120) that monadic stability for graph classes coincides with existential monadic stability. The second proof relies on the recently introduced notion of flip-wideness (Dreier, M\"ahlmann, Siebertz, and Toru\'nczyk, ICALP 2023) and provides an efficient algorithm to compute Flipper's moves in a winning strategy.
This paper is concerned with games of infinite duration played over potentially infinite graphs. Recently, Ohlmann (LICS 2022) presented a characterisation of objectives admitting optimal positional strategies, by means of universal graphs: an objective is positional if and only if it admits well-ordered monotone universal graphs. We extend Ohlmann's characterisation to encompass (finite or infinite) memory upper bounds. We prove that objectives admitting optimal strategies with $\varepsilon$-memory less than $m$ (a memory that cannot be updated when reading an $\varepsilon$-edge) are exactly those which admit well-founded monotone universal graphs whose antichains have size bounded by $m$. We also give a characterisation of chromatic memory by means of appropriate universal structures. Our results apply to finite as well as infinite memory bounds (for instance, to objectives with finite but unbounded memory, or with countable memory strategies). We illustrate the applicability of our framework by carrying out a few case studies, we provide examples witnessing limitations of our approach, and we discuss general closure properties which follow from our results.
We study turn-based quantitative games of infinite duration opposing two antagonistic players and played over graphs. This model is widely accepted as providing the adequate framework for formalizing the synthesis question for reactive systems. This important application motivates the question of strategy complexity: which valuations (or payoff functions) admit optimal positional strategies (without memory)? Valuations for which both players have optimal positional strategies have been characterized by Gimbert and Zielonka for finite graphs and by Colcombet and Niwi\'nski for infinite graphs. However, for reactive synthesis, existence of optimal positional strategies for the opponent (which models an antagonistic environment) is irrelevant. Despite this fact, not much is known about valuations for which the protagonist admits optimal positional strategies, regardless of the opponent. In this work, we characterize valuations which admit such strategies over infinite game graphs. Our characterization uses the vocabulary of universal graphs, which has also proved useful in understanding recent breakthrough results regarding the complexity of parity games. More precisely, we show that a valuation admitting universal graphs which are monotone and well-ordered is positional over all game graphs, and -- more surprisingly -- that the converse is also true for valuations admitting neutral colors. We prove the applicability and elegance of the framework by unifying a number of known positionality results, proving new ones, and establishing closure under lexicographical products. Finally, we discuss a class of prefix-independent positional objectives which is closed under countable unions.
We consider the problem of automatically constructing computer programs from input-output examples. We investigate how to augment probabilistic and neural program synthesis methods with new search algorithms, proposing a framework called distribution-based search. Within this framework, we introduce two new search algorithms: Heap Search, an enumerative method, and SQRT Sampling, a probabilistic method. We prove certain optimality guarantees for both methods, show how they integrate with probabilistic and neural techniques, and demonstrate how they can operate at scale across parallel compute environments. Collectively these findings offer theoretical and applied studies of search algorithms for program synthesis that integrate with recent developments in machine-learned program synthesizers.
We study algorithms for solving parity, mean-payoff and energy games. We propose a systematic framework, which we call Fast value iteration, for describing, comparing, and proving correctness of such algorithms. The approach is based on potential reductions, as introduced by Gurvich, Karzanov and Khachiyan (1988). This framework allows us to provide simple presentations and correctness proofs of known algorithms, unifying the Optimal strategy improvement algorithm by Schewe (2008) and the quasi dominions approach by Benerecetti et al. (2020), amongst others. The new approach also leads to novel symmetric versions of these algorithms, highly efficient in practice, but for which we are unable to prove termination. We report on empirical evaluation, comparing the different fast value iteration algorithms, and showing that they are competitive even to top parity game solvers.