A major open problem in the area of infinite-duration games is to characterize winning conditions that are determined in finite-memory strategies. Infinite-duration games are usually studied over edge-colored graphs, with winning conditions that are defined in terms of sequences of colors. In this paper, we investigate a restricted class of finite-memory strategies called chromatic finite-memory strategies. While general finite-memory strategies operate with sequences of edges of a game graph, chromatic finite-memory strategies observe only colors of these edges.
Recent results in this area show that studying finite-memory determinacy is more tractable when we restrict ourselves to chromatic strategies. On the other hand, as was shown by Le Roux (CiE 2020), determinacy in general finite-memory strategies implies determinacy in chromatic finite-memory strategies. Unfortunately, this result is quite inefficient in terms of the state complexity: to replace a winning strategy with few states of general memory, we might need much more states of chromatic memory. The goal of the present paper is to find out the exact state complexity of this transformation.
For every winning condition and for every game graph with $n$ nodes we show the following: if this game graph has a winning strategy with $q$ states of general memory, then it also has a winning strategy with $(q + 1)^n$ states of chromatic memory. We also show that this bound is almost tight. For every $q$ and $n$, we construct a winning condition and a game graph with $n + O(1)$ nodes, where one can win with $q$ states of general memory, but not with $q^n - 1$ states of chromatic memory.
We continue the investigation of finite-duration variants of infinite-duration games by extending known results for games played on finite graphs to those played on infinite ones. In particular, we establish an equivalence between pushdown parity games and a finite-duration variant. This allows us to determine the winner of a pushdown parity game by solving a reachability game on a finite tree.
Consider the following game. We are given a tree $T$ and two players (say) Alice and Bob who alternately colour an edge of a tree (using one of $k$ colours). If all edges of the tree get coloured, then Alice wins else Bob wins. Game chromatic index of trees of is the smallest index $k$ for which there is a winning strategy for Alice. If the maximum degree of a node in tree is $Δ$, Erdos et.al.[6], show that the game chromatic index is at least $Δ+1$. The bound is known to be tight for all values of $Δ\neq 4$. In this paper we show that for $Δ=4$, even if Bob is allowed to skip a move, Alice ca…
Infinite-duration games with disturbances extend the classical framework of infinite-duration games, which captures the reactive synthesis problem, with a discrete measure of resilience against non-antagonistic external influence. This concerns events where the observed system behavior differs from the intended one prescribed by the controller. For games played on finite arenas it is known that computing optimally resilient strategies only incurs a polynomial overhead over solving classical games. This paper studies safety games with disturbances played on infinite arenas induced by pushdown s…
Two-player games on graphs are widely studied in formal methods as they model the interaction between a system and its environment. The game is played by moving a token throughout a graph to produce an infinite path. There are several common modes to determine how the players move the token through the graph; e.g., in turn-based games the players alternate turns in moving the token. We study the {\em bidding} mode of moving the token, which, to the best of our knowledge, has never been studied in infinite-duration games. The following bidding rule was previously defined and called Richman bidd…
In two-player games on graphs, the players move a token through a graph to produce an infinite path, which determines the winner or payoff of the game. Such games are central in formal verification since they model the interaction between a non-terminating system and its environment. We study {\em bidding games} in which the players bid for the right to move the token. Two bidding rules have been defined. In {\em Richman} bidding, in each round, the players simultaneously submit bids, and the higher bidder moves the token and pays the other player. {\em Poorman} bidding is similar except that …
In a two-player zero-sum graph game the players move a token throughout a graph to produce an infinite path, which determines the winner or payoff of the game. Traditionally, the players alternate turns in moving the token. In {\em bidding games}, however, the players have budgets, and in each turn, we hold an "auction" (bidding) to determine which player moves the token: both players simultaneously submit bids and the higher bidder moves the token. The bidding mechanisms differ in their payment schemes. Bidding games were largely studied with variants of {\em first-price} bidding in which onl…
This work studies the following question: can plays in a Muller game be stopped after a finite number of moves and a winner be declared. A criterion to do this is sound if Player 0 wins an infinite-duration Muller game if and only if she wins the finite-duration version. A sound criterion is presented that stops a play after at most 3^n moves, where n is the size of the arena. This improves the bound (n!+1)^n obtained by McNaughton and the bound n!+1 derived from a reduction to parity games.
Admissibility has been studied for games of infinite duration with Boolean objectives. We extend here this study to games of infinite duration with quantitative objectives. First, we show that, un- der the assumption that optimal worst-case and cooperative strategies exist, admissible strategies are guaranteed to exist. Second, we give a characterization of admissible strategies using the no- tion of adversarial and cooperative values of a history, and we characterize the set of outcomes that are compatible with admissible strategies. Finally, we show how these characterizations can be used to…
First cycle games (FCG) are played on a finite graph by two players who push a token along the edges until a vertex is repeated, and a simple cycle is formed. The winner is determined by some fixed property Y of the sequence of labels of the edges (or nodes) forming this cycle. These games are traditionally of interest because of their connection with infinite-duration games such as parity and mean-payoff games. We study the memory requirements for winning strategies of FCGs and certain associated infinite duration games. We exhibit a simple FCG that is not memoryless determined (this corrects…
We study pure Nash equilibria in infinite-duration games on graphs, with partial visibility of actions but communication (based on a graph) among the players. We show that a simple communication mechanism consisting in reporting the deviator when seeing it and propagating this information is sufficient for characterizing Nash equilibria. We propose an epistemic game construction, which conveniently records important information about the knowledge of the players. With this abstraction, we are able to characterize Nash equilibria which follow the simple communication pattern via winning strateg…
We prove the existence and computability of optimal strategies in weighted limit games, zero-sum infinite-duration games with a Büchi-style winning condition requiring to produce infinitely many play prefixes that satisfy a given regular specification. Quality of plays is measured in the maximal weight of infixes between successive play prefixes that satisfy the specification.
In this paper, we study one-player and two-player energy mean-payoff games. Energy mean-payoff games are games of infinite duration played on a finite graph with edges labeled by 2-dimensional weight vectors. The objective of the first player (the protagonist) is to satisfy an energy objective on the first dimension and a mean-payoff objective on the second dimension. We show that optimal strategies for the first player may require infinite memory while optimal strategies for the second player (the antagonist) do not require memory. In the one-player case (where only the first player has choic…
Two-player win/lose games of infinite duration are involved in several disciplines including computer science and logic. If such a game has deterministic winning strategies, one may ask how simple such strategies can get. The answer may help with actual implementation, or to win despite imperfect information, or to conceal sensitive information especially if the game is repeated. Given a concurrent two-player win/lose game of infinite duration, this article considers equivalence relations over histories of played actions. A classical restriction used here is that equivalent histories have equa…
We prove the existence and computability of optimal strategies in weighted limit games, zero-sum infinite-duration games with a Büchi-style winning condition requiring to produce infinitely many play prefixes that satisfy a given regular specification. Quality of plays is measured in the maximal weight of infixes between successive play prefixes that satisfy the specification.
Iterated regret minimization has been introduced recently by J.Y. Halpern and R. Pass in classical strategic games. For many games of interest, this new solution concept provides solutions that are judged more reasonable than solutions offered by traditional game concepts -- such as Nash equilibrium --. Although computing iterated regret on explicit matrix game is conceptually and computationally easy, nothing is known about computing the iterated regret on games whose matrices are defined implicitly using game tree, game DAG or, more generally game graphs. In this paper, we investigate iterat…
Patrol Security Game: Defending Against Adversary with Freedom in Attack Timing, Location, and Duration
National Central University(中央大学);DoorDash inc.(DoorDash公司);Stony Brook University(石溪大学);Rutgers University(罗格斯大学);National Yang Ming Chiao Tung University(国立阳明交通大学)
We consider infinite duration alternating move games. These games were previously studied by Roth, Balcan, Kalai and Mansour. They presented an FPTAS for computing an approximated equilibrium, and conjectured that there is a polynomial algorithm for finding an exact equilibrium. We extend their study in two directions: (1) We show that finding an exact equilibrium, even for two-player zero-sum games, is polynomial time equivalent to finding a winning strategy for a (two-player) mean-payoff game on graphs. The existence of a polynomial algorithm for the latter is a long standing open question i…
We investigate determinacy of delay games with Borel winning conditions, infinite-duration two-player games in which one player may delay her moves to obtain a lookahead on her opponent's moves. First, we prove determinacy of such games with respect to a fixed evolution of the lookahead. However, strategies in such games may depend on information about the evolution. Thus, we introduce different notions of universal strategies for both players, which are evolution-independent, and determine the exact amount of information a universal strategy needs about the history of a play and the evolution…
Delay games are two-player games of infinite duration in which one player may delay her moves to obtain a lookahead on her opponent's moves. For $ω$-regular winning conditions it is known that such games can be solved in doubly-exponential time and that doubly-exponential lookahead is sufficient. We improve upon both results by giving an exponential time algorithm and an exponential upper bound on the necessary lookahead. This is complemented by showing EXPTIME-hardness of the solution problem and tight exponential lower bounds on the lookahead. Both lower bounds already hold for safety condit…
Consider concurrent, infinite duration, two-player win/lose games played on graphs. If the winning condition satisfies some simple requirement, the existence of Player 1 winning (finite-memory) strategies is equivalent to the existence of winning (finite-memory) strategies in finitely many derived one-player games. Several classical winning conditions satisfy this simple requirement. Under an additional requirement on the winning condition, the non-existence of Player 1 winning strategies from all vertices is equivalent to the existence of Player 2 stochastic strategies winning almost surely f…
Delay games are two-player games of infinite duration in which one player may delay her moves to obtain a lookahead on her opponent's moves. We consider delay games with winning conditions expressed in weak monadic second order logic with the unbounding quantifier, which is able to express (un)boundedness properties. We show that it is decidable whether the delaying player has a winning strategy using bounded lookahead and give a doubly-exponential upper bound on the necessary lookahead. In contrast, we show that bounded lookahead is not always sufficient to win such a game.
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…
Delay games are two-player games of infinite duration in which one player may delay her moves to obtain a lookahead on her opponent's moves. Recently, such games with quantitative winning conditions in weak MSO with the unbounding quantifier were studied, but their properties turned out to be unsatisfactory. In particular, unbounded lookahead is in general necessary. Here, we study delay games with winning conditions given by Prompt-LTL, Linear Temporal Logic equipped with a parameterized eventually operator whose scope is bounded. Our main result shows that solving Prompt-LTL delay games is c…
We investigate the increasingly important and common game-solving setting where we do not have an explicit description of the game but only oracle access to it through gameplay, such as in financial or military simulations and computer games. During a limited-duration learning phase, the algorithm can control the actions of both players in order to try to learn the game and how to play it well. After that, the algorithm has to produce a strategy that has low exploitability. Our motivation is to quickly learn strategies that have low exploitability in situations where evaluating the payoffs of …