We consider two-player games played in real time on game structures with clocks and parity objectives. The games are concurrent in that at each turn, both players independently propose a time delay and an action, and the action with the shorter delay is chosen. To prevent a player from winning by blocking time, we restrict each player to strategies that ensure that the player cannot be responsible for causing a zeno run. First, we present an efficient reduction of these games to turn-based (i.e., nonconcurrent) finite-state (i.e., untimed) parity games. The states of the resulting game are pairs of clock regions of the original game. Our reduction improves the best known complexity for solving timed parity games. Moreover, the rich class of algorithms for classical parity games can now be applied to timed parity games.
Second, we consider two restricted classes of strategies for the player that represents the controller in a real-time synthesis problem, namely, limit-robust and bounded-robust strategies. Using a limit-robust strategy, the controller cannot choose an exact real-valued time delay but must allow for some nonzero jitter in each of its actions. If there is a given lower bound on the jitter, then the strategy is bounded-robust. We show that exact strategies are more powerful than limit-robust strategies, which are more powerful than bounded-robust strategies for any bound. For both kinds of robust strategies, we present efficient reductions to standard timed automaton games. These reductions provide algorithms for the synthesis of robust real-time controllers.
An average-time game is played on the infinite graph of configurations of a finite timed automaton. The two players, Min and Max, construct an infinite run of the automaton by taking turns to perform a timed transition. Player Min wants to minimise the average time per transition and player Max wants to maximise it. A solution of average-time games is presented using a reduction to average-price game on a finite graph. A direct consequence is an elementary proof of determinacy for average-time games. This complements our results for reachability-time games and partially solves a problem posed …
Two-player zero-sum games are a well-established model for synthesising controllers that optimise some performance criterion. In such games one player represents the controller, while the other describes the (adversarial) environment, and controller synthesis corresponds to computing the optimal strategies of the controller for a given criterion. Asarin and Maler initiated the study of quantitative games on (non-probabilistic) timed automata by synthesising controllers which optimise the time to reach a final state. The correctness and termination of their approach was dependent on exploiting …
The window mechanism, introduced by Chatterjee et al. for mean-payoff and total-payoff objectives in two-player turn-based games on graphs, refines long-term objectives with time bounds. This mechanism has proven useful in a variety of settings, and most recently in timed systems. In the timed setting, the so-called fixed timed window parity objectives have been studied. A fixed timed window parity objective is defined with respect to some time bound and requires that, at all times, we witness a time frame, i.e., a window, of size less than the fixed bound in which the smallest priority is eve…
The window mechanism was introduced by Chatterjee et al. to reinforce mean-payoff and total-payoff objectives with time bounds in two-player turn-based games on graphs. It has since proved useful in a variety of settings, including parity objectives in games and both mean-payoff and parity objectives in Markov decision processes. We study window parity objectives in timed automata and timed games: given a bound on the window size, a path satisfies such an objective if, in all states along the path, we see a sufficiently small window in which the smallest priority is even. We show that checking…
In this work, we design the game semantics for timed equivalences and preorders of timed processes. The timed games corresponding to the various timed relations form a hierarchy. These games are similar to Stirling's bisimulation games. If it is the case that the existence of a winning strategy for the defender in a game ${\cal G}_1$ implies that there exists a winning strategy for the defender in another game ${\cal G}_2$, then the relation that corresponds to ${\cal G}_1$ is stronger than the relation corresponding to ${\cal G}_2$. The game hierarchy also throws light into several timed rela…
Mean-payoff games on timed automata are played on the infinite weighted graph of configurations of priced timed automata between two players, Player Min and Player Max, by moving a token along the states of the graph to form an infinite run. The goal of Player Min is to minimize the limit average weight of the run, while the goal of the Player Max is the opposite. Brenguier, Cassez, and Raskin recently studied a variation of these games and showed that mean-payoff games are undecidable for timed automata with five or more clocks. We refine this result by proving the undecidability of mean-payo…
The main result of this paper is that computing the value of a one-clock priced timed game (OCPTG) is PSPACE-hard. Along the way, we provide a family of OCPTGs that have an exponential number of event points. Both results hold even in very restricted classes of games such as DAGs with treewidth three. Finally, we provide a number of positive results, including polynomial-time algorithms for even more restricted classes of OCPTGs such as trees.
In a reachability-time game, players Min and Max choose moves so that the time to reach a final state in a timed automaton is minimised or maximised, respectively. Asarin and Maler showed decidability of reachability-time games on strongly non-Zeno timed automata using a value iteration algorithm. This paper complements their work by providing a strategy improvement algorithm for the problem. It also generalizes their decidability result because the proposed strategy improvement algorithm solves reachability-time games on all timed automata. The exact computational complexity of solving reacha…
Network games are widely used as a model for selfish resource-allocation problems. In the classical model, each player selects a path connecting her source and target vertices. The cost of traversing an edge depends on the {\em load}; namely, number of players that traverse it. Thus, it abstracts the fact that different users may use a resource at different times and for different durations, which plays an important role in determining the costs of the users in reality. For example, when transmitting packets in a communication network, routing traffic in a road network, or processing a task in…
Priced timed games are optimal-cost reachability games played between two players---the controller and the environment---by moving a token along the edges of infinite graphs of configurations of priced timed automata. The goal of the controller is to reach a given set of target locations as cheaply as possible, while the goal of the environment is the opposite. Priced timed games are known to be undecidable for timed automata with $3$ or more clocks, while they are known to be decidable for automata with $1$ clock. In an attempt to recover decidability for priced timed games Bouyer, Markey, an…
In this paper we present a unifying approach for deciding various bisimulations, simulation equivalences and preorders between two timed automata states. We propose a zone based method for deciding these relations in which we eliminate an explicit product construction of the region graphs or the zone graphs as in the classical methods. Our method is also generic and can be used to decide several timed relations. We also present a game characterization for these timed relations and show that the game hierarchy reflects the hierarchy of the timed relations. One can obtain an infinite game hierar…
We study reachability games on recursive timed automata (RTA) that generalize Alur-Dill timed automata with recursive procedure invocation mechanism similar to recursive state machines. It is known that deciding the winner in reachability games on RTA is undecidable for automata with two or more clocks, while the problem is decidable for automata with only one clock. Ouaknine and Worrell recently proposed a time-bounded theory of real-time verification by claiming that restriction to bounded-time recovers decidability for several key decision problem related to real-time verification. We revis…
Stochastic timed games (STGs), introduced by Bouyer and Forejt, naturally generalize both continuous-time Markov chains and timed automata by providing a partition of the locations between those controlled by two players (Player Box and Player Diamond) with competing objectives and those governed by stochastic laws. Depending on the number of players---$2$, $1$, or $0$---subclasses of stochastic timed games are often classified as $2\frac{1}{2}$-player, $1\frac{1}{2}$-player, and $\frac{1}{2}$-player games where the $\frac{1}{2}$ symbolizes the presence of the stochastic "nature" player. For S…
We consider two-player games played in real time on game structures with clocks where the objectives of players are described using parity conditions. The games are \emph{concurrent} in that at each turn, both players independently propose a time delay and an action, and the action with the shorter delay is chosen. To prevent a player from winning by blocking time, we restrict each player to play strategies that ensure that the player cannot be responsible for causing a zeno run. First, we present an efficient reduction of these games to \emph{turn-based} (i.e., not concurrent) \emph{finite-st…
In this paper we introduce a framework for computing upper bounds yet accurate WCET for hardware platforms with caches and pipelines. The methodology we propose consists of 3 steps: 1) given a program to analyse, compute an equivalent (WCET-wise) abstract program; 2) build a timed game by composing this abstract program with a network of timed automata modeling the architecture; and 3) compute the WCET as the optimal time to reach a winning state in this game. We demonstrate the applicability of our framework on standard benchmarks for an ARM9 processor with instruction and data caches, and co…
We study nondeterministic strategies in parity games with the aim of computing a most permissive winning strategy. Following earlier work, we measure permissiveness in terms of the average number/weight of transitions blocked by the strategy. Using a translation into mean-payoff parity games, we prove that the problem of computing (the permissiveness of) a most permissive winning strategy is in NP intersected coNP. Along the way, we provide a new study of mean-payoff parity games. In particular, we prove that the opponent player has a memoryless optimal strategy and give a new algorithm for so…
Energy parity games are infinite two-player turn-based games played on weighted graphs. The objective of the game combines a (qualitative) parity condition with the (quantitative) requirement that the sum of the weights (i.e., the level of energy in the game) must remain positive. Beside their own interest in the design and synthesis of resource-constrained omega-regular specifications, energy parity games provide one of the simplest model of games with combined qualitative and quantitative objective. Our main results are as follows: (a) exponential memory is necessary and sufficient for winni…
In this paper we present an assume-guarantee specification theory (aka interface theory from [14]) for modular synthesis and verification of real-time systems with critical timing constraints. It is a further step of our earlier work [10] which achieved an elegant algebraic specification theory for real-time systems endowed with the capability to freeze time. In this paper we relinquish such (unrealisable) capability and target more realistic systems without the ability to stop time. Our theory, in a combined process-algebraic and reactive-synthesis style, provides the operations of parallel c…
In 1998 Zielonka simplified the proofs of memoryless determinacy of infinite parity games. In 2018 Haddad simplified some proofs of memoryless determinacy of finite parity games. This article adapts Haddad's technique for infinite parity games. Two proofs are given, a shorter one and a more constructive one. None of them uses Zielonka's traps and attractors.
Parity games play a central role in model checking and satisfiability checking. Solving parity games is computationally expensive, among others due to the size of the games, which, for model checking problems, can easily contain $10^9$ vertices or beyond. Equivalence relations can be used to reduce the size of a parity game, thereby potentially alleviating part of the computational burden. We reconsider (governed) bisimulation and (governed) stuttering bisimulation, and we give detailed proofs that these relations are equivalences, have unique quotients and they approximate the winning regions…
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 singl…
Parity games have important practical applications in formal verification and synthesis, especially to solve the model-checking problem of the modal mu-calculus. They are also interesting from the theory perspective, because they are widely believed to admit a polynomial solution, but so far no such algorithm is known. We propose a new algorithm to solve parity games based on learning tangles, which are strongly connected subgraphs for which one player has a strategy to win all cycles in the subgraph. We argue that tangles play a fundamental role in the prominent parity game solving algorithms…
We introduce the novel notion of winning cores in parity games and develop a deterministic polynomial-time under-approximation algorithm for solving parity games based on winning core approximation. Underlying this algorithm are a number properties about winning cores which are interesting in their own right. In particular, we show that the winning core and the winning region for a player in a parity game are equivalently empty. Moreover, the winning core contains all fatal attractors but is not necessarily a dominion itself. Experimental results are very positive both with respect to quality …
Parity games are simple infinite games played on finite graphs with a winning condition that is expressive enough to capture nested least and greatest fixpoints. Through their tight relationship to the modal mu-calculus, they are used in practice for the model-checking and synthesis problems of the mu-calculus and related temporal logics like LTL and CTL. Solving parity games is a compelling complexity theoretic problem, as the problem lies in the intersection of UP and co-UP and is believed to admit a polynomial-time solution, motivating researchers to either find such a solution or to find s…
Probabilistic timed automata are a suitable formalism to model systems with real-time, nondeterministic and probabilistic behaviour. We study two-player zero-sum games on such automata where the objective of the game is specified as the expected time to reach a target. The two players---called player Min and player Max---compete by proposing timed moves simultaneously and the move with a shorter delay is performed. The first player attempts to minimise the given objective while the second tries to maximise the objective. We observe that these games are not determined, and study decision proble…
Alpaga is a solver for two-player parity games with imperfect information. Given the description of a game, it determines whether the first player can ensure to win and, if so, it constructs a winning strategy. The tool provides a symbolic implementation of a recent algorithm based on antichains.
We give an algorithm for solving stochastic parity games with almost-sure winning conditions on lossy channel systems, for the case where the players are restricted to finite-memory strategies. First, we describe a general framework, where we consider the class of 2.5-player games with almost-sure parity winning conditions on possibly infinite game graphs, assuming that the game contains a finite attractor. An attractor is a set of states (not necessarily absorbing) that is almost surely re-visited regardless of the players' decisions. We present a scheme that characterizes the set of winning …
Parity games have important practical applications in formal verification and synthesis, especially to solve the model-checking problem of the modal mu-calculus. They are also interesting from the theory perspective, as they are widely believed to admit a polynomial solution, but so far no such algorithm is known. In recent years, a number of new algorithms and improvements to existing algorithms have been proposed. We implement a new and easy to extend tool Oink, which is a high-performance implementation of modern parity game algorithms. We further present a comprehensive empirical evaluatio…
We present a new tool for verification of modal mu-calculus formulae for process specifications, based on symbolic parity games. It enhances an existing method, that first encodes the problem to a Parameterised Boolean Equation System (PBES) and then instantiates the PBES to a parity game. We improved the translation from specification to PBES to preserve the structure of the specification in the PBES, we extended LTSmin to instantiate PBESs to symbolic parity games, and implemented the recursive parity game solving algorithm by Zielonka for symbolic parity games. We use Multi-valued Decision …
We study stochastic games with energy-parity objectives, which combine quantitative rewards with a qualitative $ω$-regular condition: The maximizer aims to avoid running out of energy while simultaneously satisfying a parity condition. We show that the corresponding almost-sure problem, i.e., checking whether there exists a maximizer strategy that achieves the energy-parity objective with probability $1$ when starting at a given energy level $k$, is decidable and in $NP \cap coNP$. The same holds for checking if such a $k$ exists and if a given $k$ is minimal.
Two-player stochastic games are games with two 2 players and a randomised entity called "nature". A natural question to ask in this framework is the existence of strategies that ensure that an event happens with probability 1 (almost-sure strategies). In the case of Markov decision processes, when the event 2 of interest is given as a parity condition, we can replace the "nature" by two more players that play according to the rules of what is known as Banach-Mazur game [1]. In this paper we continue this research program by extending the above result to two-player stochastic parity games. As i…
We study two-player games of infinite duration that are played on finite or infinite game graphs. A winning strategy for such a game is positional if it only depends on the current position, and not on the history of the play. A game is positionally determined if, from each position, one of the two players has a positional winning strategy. The theory of such games is well studied for winning conditions that are defined in terms of a mapping that assigns to each position a priority from a finite set. Specifically, in Muller games the winner of a play is determined by the set of those prioritie…
We study two-player games of infinite duration that are played on finite or infinite game graphs. A winning strategy for such a game is positional if it only depends on the current position, and not on the history of the play. A game is positionally determined if, from each position, one of the two players has a positional winning strategy. The theory of such games is well studied for winning conditions that are defined in terms of a mapping that assigns to each position a priority from a finite set. Specifically, in Muller games the winner of a play is determined by the set of those prioritie…
We consider two-player partial-observation stochastic games on finite-state graphs where player 1 has partial observation and player 2 has perfect observation. The winning condition we study are ω-regular conditions specified as parity objectives. The qualitative-analysis problem given a partial-observation stochastic game and a parity objective asks whether there is a strategy to ensure that the objective is satisfied with probability~1 (resp. positive probability). These qualtitative-analysis problems are known to be undecidable. However in many applications the relevant question is the exis…
This paper is a contribution to the study of parity games and the recent constructions of three quasipolynomial time algorithms for solving them. We revisit a result of Czerwiński, Daviaud, Fijalkow, Jurdziński, Lazić, and Parys witnessing a quasipolynomial barrier for all three quasipolynomial time algorithms. The argument is that all three algorithms can be understood as constructing a so-called separating automaton, and to give a quasipolynomial lower bond on the size of separating automata. We give an alternative proof of this result. The key innovations of this paper are the notion of uni…
Quantitative verification techniques have been developed for the formal analysis of a variety of probabilistic models, such as Markov chains, Markov decision process and their variants. They can be used to produce guarantees on quantitative aspects of system behaviour, for example safety, reliability and performance, or to help synthesise controllers that ensure such guarantees are met. We propose the model of turn-based probabilistic timed multi-player games, which incorporates probabilistic choice, real-time clocks and nondeterministic behaviour across multiple players. Building on the digit…
Solving parity games, which are equivalent to modal $μ$-calculus model checking, is a central algorithmic problem in formal methods. Besides the standard computation model with the explicit representation of games, another important theoretical model of computation is that of set-based symbolic algorithms. Set-based symbolic algorithms use basic set operations and one-step predecessor operations on the implicit description of games, rather than the explicit representation. The significance of symbolic algorithms is that they provide scalable algorithms for large finite-state systems, as well a…
Classical objectives in two-player zero-sum games played on graphs often deal with limit behaviors of infinite plays: e.g., mean-payoff and total-payoff in the quantitative setting, or parity in the qualitative one (a canonical way to encode omega-regular properties). Those objectives offer powerful abstraction mechanisms and often yield nice properties such as memoryless determinacy. However, their very nature provides no guarantee on time bounds within which something good can be witnessed. In this work, we consider two approaches toward inclusion of time bounds in parity games. The first on…
Classical objectives in two-player zero-sum games played on graphs often deal with limit behaviors of infinite plays: e.g., mean-payoff and total-payoff in the quantitative setting, or parity in the qualitative one (a canonical way to encode omega-regular properties). Those objectives offer powerful abstraction mechanisms and often yield nice properties such as memoryless determinacy. However, their very nature provides no guarantee on time bounds within which something good can be witnessed. In this work, we consider two approaches toward inclusion of time bounds in parity games. The first on…
Parameterised Boolean Equation Systems (PBESs) are sequences of Boolean fixed point equations with data variables, used for, e.g., verification of modal mu-calculus formulae for process algebraic specifications with data. Solving a PBES is usually done by instantiation to a Parity Game and then solving the game. Practical game solvers exist, but the instantiation step is the bottleneck. We enhance the instantiation in two steps. First, we transform the PBES to a Parameterised Parity Game (PPG), a PBES with each equation either conjunctive or disjunctive. Then we use LTSmin, that offers transit…
Graph games provide the foundation for modeling and synthesis of reactive processes. Such games are played over graphs where the vertices are controlled by two adversarial players. We consider graph games where the objective of the first player is the conjunction of a qualitative objective (specified as a parity condition) and a quantitative objective (specified as a mean-payoff condition). There are two variants of the problem, namely, the threshold problem where the quantitative goal is to ensure that the mean-payoff value is above a threshold, and the value problem where the quantitative go…
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 algor…
Parity games are positionally determined. This is a fundamental and classical result. In 2010, Calude et al. showed a breakthrough result for finite parity games: the winning regions and their positional winning strategies can be computed in quasi-polynomial time. In the present paper we give a self-contained and detailed proofs for both results. The results in this paper are not meant to be original. The positional determinacy result is shown for possibly infinite parity games using the ideas of Zielonka which he published in 1998. In order to show quasi-polynomial time, we follow Lehtinen's …
This article extends the idea of solving parity games by strategy iteration to non-deterministic strategies: In a non-deterministic strategy a player restricts himself to some non-empty subset of possible actions at a given node, instead of limiting himself to exactly one action. We show that a strategy-improvement algorithm by by Bjoerklund, Sandberg, and Vorobyov can easily be adapted to the more general setting of non-deterministic strategies. Further, we show that applying the heuristic of "all profitable switches" leads to choosing a "locally optimal" successor strategy in the setting of …
Parity games are infinite two-player games played on directed graphs. Parity game solvers are used in the domain of formal verification. This paper defines parametrized parity games and introduces an operation, Justify, that determines a winning strategy for a single node. By carefully ordering Justify steps, we reconstruct three algorithms well known from the literature.
We consider games played on graphs with the winning conditions for the players specified as weak-parity conditions. In weak-parity conditions the winner of a play is decided by looking into the set of states appearing in the play, rather than the set of states appearing infinitely often in the play. A naive analysis of the classical algorithm for weak-parity games yields a quadratic time algorithm. We present a linear time algorithm for solving weak-parity games.