Search arXivSearch

arXiv · 1902.10654

Register Games

Abstract

The complexity of parity games is a long standing open problem that saw a major breakthrough in 2017 when two quasi-polynomial algorithms were published. This article presents a third, independent approach to solving parity games in quasi-polynomial time, based on the notion of register game, a parameterised variant of a parity game. The analysis of register games leads to a quasi-polynomial algorithm for parity games, a polynomial algorithm for restricted classes of parity games and a novel measure of complexity, the register index, which aims to capture the combined complexity of the priority assignement and the underlying game graph. We further present a translation of alternating parity word automata into alternating weak automata with only a quasi-polynomial increase in size, based on register games; this improves on the previous exponential translation. We also use register games to investigate the parity index hierarchy: while for words the index hierarchy of alternating parity automata collapses to the weak level, and for trees it is strict, for structures between trees and words, it collapses logarithmically, in the sense that any parity tree automaton of size n is equivalent, on these particular classes of structures, to an automaton with a number of priorities logarithmic in n.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Karoliina Lehtinen, Udi Boker. 2020-05-18. Register Games. https://doi.org/10.23638/lmcs-16(2%3A6)2020

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

Simple grammar bisimilarity, with an application to session type equivalence

We provide an algorithm for deciding simple grammar bisimilarity whose complexity is polynomial in the valuation of the grammar (maximum seminorm among production rules). Since the valuation is at most exponential in the size of the grammar, this gives rise to a (single) exponential running time. Previously only a double-exponential algorithm was known. As an application, we provide a conversion from context-free session types to simple grammars whose valuation is linear in the size of the type. In this way, we provide the first polynomial-time algorithm for deciding context-free session type equivalence.

cs.FL

Testing and Learning Symbolic Finite State Machines

Symbolic finite state machines (SFSMs) describe input/output behaviour using guards and output assignments with possibly infinite data domains. We study deterministic and completely specified SFSMs whose guards and output assignments depend only on the current input. We define finite representative input sets that contain witnesses for relevant guard overlaps and separating witnesses for output assignments that differ on those overlaps. Our main theorem shows that language equivalence of the finite instantiations implies language equivalence over the full input domain. This result transfers complete testing methods for deterministic finite state machines (DFSMs) to SFSMs, provided finite sets of admissible guards and output assignments and an upper bound on the number of distinguishable reachable states are known. Under these assumptions, a DFSM learner with complete testing can learn a finite instantiation, which is then lifted to an equivalent SFSM. We establish a bound on the size of representative input sets and give an SMT construction whose correctness and termination hold under stated solver assumptions.

cs.FL

Recognizable Picture Languages: Separating UREC from coUREC via Communication Complexity

We introduce communication-complexity lifting techniques into the study of recognizable picture languages. As an application, we resolve a long-standing open problem of Anselmo et al. (2006) by constructing a language in UREC whose complement does not belong to REC. Our lower-bound argument is inspired by the communication-complexity approach to unambiguous automata of Göös et al. (2022), although its implementation in the setting of picture languages requires substantially different technical ingredients.

cs.FL