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Finite-state Strategies in Delay Games Martin Zimmermann Saarland - - PowerPoint PPT Presentation

Finite-state Strategies in Delay Games Martin Zimmermann Saarland University September 21st, 2017 GandALF 2017, Rome, Italy Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 1/17 Motivation Two goals: 1. Lift the


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SLIDE 1

Finite-state Strategies in Delay Games

Martin Zimmermann

Saarland University

September 21st, 2017

GandALF 2017, Rome, Italy

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 1/17

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SLIDE 2

Motivation

Two goals:

  • 1. Lift the notion of finite-state strategies to delay games.
  • 2. Present uniform framework for solving delay games (which

yields finite-state strategies whenever possible).

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 2/17

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SLIDE 3

Motivation

Two goals:

  • 1. Lift the notion of finite-state strategies to delay games.
  • 2. Present uniform framework for solving delay games (which

yields finite-state strategies whenever possible). Questions: What are delay games? Why are finite-state strategies important? Why do we need a uniform framework?

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 2/17

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Delay Games

In this talk, a game is given by an ω-language L ⊆ (ΣI × ΣO)ω. Example α(0) β(0) α(1) β(1)

  • · · · ∈ L, if β(i) = α(i + 2) for every i

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 3/17

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SLIDE 5

Delay Games

In this talk, a game is given by an ω-language L ⊆ (ΣI × ΣO)ω. Example α(0) β(0) α(1) β(1)

  • · · · ∈ L, if β(i) = α(i + 2) for every i

I: b O:

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 3/17

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SLIDE 6

Delay Games

In this talk, a game is given by an ω-language L ⊆ (ΣI × ΣO)ω. Example α(0) β(0) α(1) β(1)

  • · · · ∈ L, if β(i) = α(i + 2) for every i

I: b O: a

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 3/17

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SLIDE 7

Delay Games

In this talk, a game is given by an ω-language L ⊆ (ΣI × ΣO)ω. Example α(0) β(0) α(1) β(1)

  • · · · ∈ L, if β(i) = α(i + 2) for every i

I: b a O: a

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 3/17

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SLIDE 8

Delay Games

In this talk, a game is given by an ω-language L ⊆ (ΣI × ΣO)ω. Example α(0) β(0) α(1) β(1)

  • · · · ∈ L, if β(i) = α(i + 2) for every i

I: b a O: a a

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 3/17

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SLIDE 9

Delay Games

In this talk, a game is given by an ω-language L ⊆ (ΣI × ΣO)ω. Example α(0) β(0) α(1) β(1)

  • · · · ∈ L, if β(i) = α(i + 2) for every i

I: b a b O: a a

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 3/17

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SLIDE 10

Delay Games

In this talk, a game is given by an ω-language L ⊆ (ΣI × ΣO)ω. Example α(0) β(0) α(1) β(1)

  • · · · ∈ L, if β(i) = α(i + 2) for every i

I: b a b · · · O: a a · · · I wins

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 3/17

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SLIDE 11

Delay Games

In this talk, a game is given by an ω-language L ⊆ (ΣI × ΣO)ω. Example α(0) β(0) α(1) β(1)

  • · · · ∈ L, if β(i) = α(i + 2) for every i

I: b a b · · · O: a a · · · I wins In a delay game, Player O may delay her moves to gain a lookahead on Player I’s moves.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 3/17

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SLIDE 12

Delay Games

In this talk, a game is given by an ω-language L ⊆ (ΣI × ΣO)ω. Example α(0) β(0) α(1) β(1)

  • · · · ∈ L, if β(i) = α(i + 2) for every i

I: b a b · · · I: b O: a a · · · O: I wins In a delay game, Player O may delay her moves to gain a lookahead on Player I’s moves.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 3/17

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SLIDE 13

Delay Games

In this talk, a game is given by an ω-language L ⊆ (ΣI × ΣO)ω. Example α(0) β(0) α(1) β(1)

  • · · · ∈ L, if β(i) = α(i + 2) for every i

I: b a b · · · I: b a O: a a · · · O: I wins In a delay game, Player O may delay her moves to gain a lookahead on Player I’s moves.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 3/17

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SLIDE 14

Delay Games

In this talk, a game is given by an ω-language L ⊆ (ΣI × ΣO)ω. Example α(0) β(0) α(1) β(1)

  • · · · ∈ L, if β(i) = α(i + 2) for every i

I: b a b · · · I: b a b O: a a · · · O: I wins In a delay game, Player O may delay her moves to gain a lookahead on Player I’s moves.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 3/17

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SLIDE 15

Delay Games

In this talk, a game is given by an ω-language L ⊆ (ΣI × ΣO)ω. Example α(0) β(0) α(1) β(1)

  • · · · ∈ L, if β(i) = α(i + 2) for every i

I: b a b · · · I: b a b O: a a · · · O: b I wins In a delay game, Player O may delay her moves to gain a lookahead on Player I’s moves.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 3/17

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SLIDE 16

Delay Games

In this talk, a game is given by an ω-language L ⊆ (ΣI × ΣO)ω. Example α(0) β(0) α(1) β(1)

  • · · · ∈ L, if β(i) = α(i + 2) for every i

I: b a b · · · I: b a b b O: a a · · · O: b I wins In a delay game, Player O may delay her moves to gain a lookahead on Player I’s moves.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 3/17

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SLIDE 17

Delay Games

In this talk, a game is given by an ω-language L ⊆ (ΣI × ΣO)ω. Example α(0) β(0) α(1) β(1)

  • · · · ∈ L, if β(i) = α(i + 2) for every i

I: b a b · · · I: b a b b O: a a · · · O: b b I wins In a delay game, Player O may delay her moves to gain a lookahead on Player I’s moves.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 3/17

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SLIDE 18

Delay Games

In this talk, a game is given by an ω-language L ⊆ (ΣI × ΣO)ω. Example α(0) β(0) α(1) β(1)

  • · · · ∈ L, if β(i) = α(i + 2) for every i

I: b a b · · · I: b a b b a O: a a · · · O: b b I wins In a delay game, Player O may delay her moves to gain a lookahead on Player I’s moves.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 3/17

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SLIDE 19

Delay Games

In this talk, a game is given by an ω-language L ⊆ (ΣI × ΣO)ω. Example α(0) β(0) α(1) β(1)

  • · · · ∈ L, if β(i) = α(i + 2) for every i

I: b a b · · · I: b a b b a O: a a · · · O: b b a I wins In a delay game, Player O may delay her moves to gain a lookahead on Player I’s moves.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 3/17

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SLIDE 20

Delay Games

In this talk, a game is given by an ω-language L ⊆ (ΣI × ΣO)ω. Example α(0) β(0) α(1) β(1)

  • · · · ∈ L, if β(i) = α(i + 2) for every i

I: b a b · · · I: b a b b a b O: a a · · · O: b b a I wins In a delay game, Player O may delay her moves to gain a lookahead on Player I’s moves.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 3/17

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SLIDE 21

Delay Games

In this talk, a game is given by an ω-language L ⊆ (ΣI × ΣO)ω. Example α(0) β(0) α(1) β(1)

  • · · · ∈ L, if β(i) = α(i + 2) for every i

I: b a b · · · I: b a b b a b O: a a · · · O: b b a b I wins In a delay game, Player O may delay her moves to gain a lookahead on Player I’s moves.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 3/17

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SLIDE 22

Delay Games

In this talk, a game is given by an ω-language L ⊆ (ΣI × ΣO)ω. Example α(0) β(0) α(1) β(1)

  • · · · ∈ L, if β(i) = α(i + 2) for every i

I: b a b · · · I: b a b b a b a O: a a · · · O: b b a b I wins In a delay game, Player O may delay her moves to gain a lookahead on Player I’s moves.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 3/17

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SLIDE 23

Delay Games

In this talk, a game is given by an ω-language L ⊆ (ΣI × ΣO)ω. Example α(0) β(0) α(1) β(1)

  • · · · ∈ L, if β(i) = α(i + 2) for every i

I: b a b · · · I: b a b b a b a O: a a · · · O: b b a b a I wins In a delay game, Player O may delay her moves to gain a lookahead on Player I’s moves.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 3/17

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SLIDE 24

Delay Games

In this talk, a game is given by an ω-language L ⊆ (ΣI × ΣO)ω. Example α(0) β(0) α(1) β(1)

  • · · · ∈ L, if β(i) = α(i + 2) for every i

I: b a b · · · I: b a b b a b a · · · O: a a · · · O: b b a b a · · · I wins O wins In a delay game, Player O may delay her moves to gain a lookahead on Player I’s moves.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 3/17

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Some History (1/2)

Hosch & Landweber (’72): ω-regular delay games with respect to constant delay solvable.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 4/17

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Some History (1/2)

Hosch & Landweber (’72): ω-regular delay games with respect to constant delay solvable. Holtmann, Kaiser & Thomas (’10): Solving parity delay games in 2ExpTime, doubly-exponential lookahead sufficient.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 4/17

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Some History (1/2)

Hosch & Landweber (’72): ω-regular delay games with respect to constant delay solvable. Holtmann, Kaiser & Thomas (’10): Solving parity delay games in 2ExpTime, doubly-exponential lookahead sufficient. Fridman, L¨

  • ding & Z. (’11): Nothing non-trivial is solvable

for ω-contextfree delay games, unbounded lookahead necessary.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 4/17

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Some History (2/2)

Klein & Z. (’15): Solving parity delay games is ExpTime- complete, exponential lookahead sufficient and necessary.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 5/17

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Some History (2/2)

Klein & Z. (’15): Solving parity delay games is ExpTime- complete, exponential lookahead sufficient and necessary.

  • Z. (’15): Max-regular delay games with respect to constant

delay solvable, unbounded lookahead necessary.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 5/17

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Some History (2/2)

Klein & Z. (’15): Solving parity delay games is ExpTime- complete, exponential lookahead sufficient and necessary.

  • Z. (’15): Max-regular delay games with respect to constant

delay solvable, unbounded lookahead necessary. Klein & Z. (’16): Solving LTL delay games is 3ExpTime- complete, triply-exponential lookahead sufficient and necessary.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 5/17

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Some History (2/2)

Klein & Z. (’15): Solving parity delay games is ExpTime- complete, exponential lookahead sufficient and necessary.

  • Z. (’15): Max-regular delay games with respect to constant

delay solvable, unbounded lookahead necessary. Klein & Z. (’16): Solving LTL delay games is 3ExpTime- complete, triply-exponential lookahead sufficient and necessary.

  • Z. (’17): Solving cost-parity delay games is ExpTime-com-

plete, exponential lookahead sufficient and necessary.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 5/17

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Some History (2/2)

Klein & Z. (’15): Solving parity delay games is ExpTime- complete, exponential lookahead sufficient and necessary.

  • Z. (’15): Max-regular delay games with respect to constant

delay solvable, unbounded lookahead necessary. Klein & Z. (’16): Solving LTL delay games is 3ExpTime- complete, triply-exponential lookahead sufficient and necessary.

  • Z. (’17): Solving cost-parity delay games is ExpTime-com-

plete, exponential lookahead sufficient and necessary. All recent (positive) results use variations of the same proof idea.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 5/17

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Finite-state Strategies

A strategy in an infinite game is a map σ: Σ∗

I → ΣO, i.e., not

necessarily finitely representable.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 6/17

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Finite-state Strategies

A strategy in an infinite game is a map σ: Σ∗

I → ΣO, i.e., not

necessarily finitely representable. A finite-state strategy is implemented by a finite automaton with output, and therefore finitely represented. Example 1 a a b b w → |w|a mod 2

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 6/17

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Why Finite-state Strategies

Finite-state/positional strategies are crucial in many applications of infinite games, e.g.: In reactive synthesis, a finite-state winning strategy is a correct-by-construction controller. (Modern proofs of) Rabin’s theorem rely on positional determinacy of parity games. In general, the existence of finite-state strategies enables the application of infinite games. Determining the memory requirements is one of the most fundamental tasks for a class of games.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 7/17

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Finite-state Strategies for Delay Games

Disclaimer: We focus here on constant delay! A strategy in a delay game is still a map σ: Σ∗

I → ΣO.

So, the classical definition is still applicable. By “hardcoding” constant lookahead into the rules of the game, finite-state winning strategies are computable.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 8/17

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Finite-state Strategies for Delay Games

Disclaimer: We focus here on constant delay! A strategy in a delay game is still a map σ: Σ∗

I → ΣO.

So, the classical definition is still applicable. By “hardcoding” constant lookahead into the rules of the game, finite-state winning strategies are computable. However, this notion does not distinguish “past” and “future”.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 8/17

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A (Cautionary) Example

Example L = { α α

  • | α ∈ {0, 1}ω}

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 9/17

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A (Cautionary) Example

Example L = { α α

  • | α ∈ {0, 1}ω}

a a b a a b b b a a a b a a b a a b b d I: O:

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 9/17

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SLIDE 40

A (Cautionary) Example

Example L = { α α

  • | α ∈ {0, 1}ω}

a a b a a b b b a a a b a a b a a b b d I: O: b

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 9/17

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SLIDE 41

A (Cautionary) Example

Example L = { α α

  • | α ∈ {0, 1}ω}

a a b a a b b b a a a b a a b a a b b d I: O: b Requires 2d memory states with constant lookahead d.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 9/17

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Block Games

Distinguishing between past and future: block games Fix a block length d > 0. Player I picks blocks ai ∈ Σd

I .

Player O picks blocks bi ∈ Σd

O.

Player O wins, if a0a1a2···

b0b1b2···

  • ∈ L

To account for (constant) lookahead, Player 1 is one move ahead.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 10/17

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SLIDE 43

Block Games

Distinguishing between past and future: block games Fix a block length d > 0. Player I picks blocks ai ∈ Σd

I .

Player O picks blocks bi ∈ Σd

O.

Player O wins, if a0a1a2···

b0b1b2···

  • ∈ L

To account for (constant) lookahead, Player 1 is one move ahead. Example α(0) β(0) α(1) β(1)

  • · · · ∈ L, if β(i) = α(i + 2) for every i

I: O:

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 10/17

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SLIDE 44

Block Games

Distinguishing between past and future: block games Fix a block length d > 0. Player I picks blocks ai ∈ Σd

I .

Player O picks blocks bi ∈ Σd

O.

Player O wins, if a0a1a2···

b0b1b2···

  • ∈ L

To account for (constant) lookahead, Player 1 is one move ahead. Example α(0) β(0) α(1) β(1)

  • · · · ∈ L, if β(i) = α(i + 2) for every i

I: b a O:

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 10/17

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SLIDE 45

Block Games

Distinguishing between past and future: block games Fix a block length d > 0. Player I picks blocks ai ∈ Σd

I .

Player O picks blocks bi ∈ Σd

O.

Player O wins, if a0a1a2···

b0b1b2···

  • ∈ L

To account for (constant) lookahead, Player 1 is one move ahead. Example α(0) β(0) α(1) β(1)

  • · · · ∈ L, if β(i) = α(i + 2) for every i

I: b a b a O:

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 10/17

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SLIDE 46

Block Games

Distinguishing between past and future: block games Fix a block length d > 0. Player I picks blocks ai ∈ Σd

I .

Player O picks blocks bi ∈ Σd

O.

Player O wins, if a0a1a2···

b0b1b2···

  • ∈ L

To account for (constant) lookahead, Player 1 is one move ahead. Example α(0) β(0) α(1) β(1)

  • · · · ∈ L, if β(i) = α(i + 2) for every i

I: b a b a O: b a

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 10/17

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SLIDE 47

Block Games

Distinguishing between past and future: block games Fix a block length d > 0. Player I picks blocks ai ∈ Σd

I .

Player O picks blocks bi ∈ Σd

O.

Player O wins, if a0a1a2···

b0b1b2···

  • ∈ L

To account for (constant) lookahead, Player 1 is one move ahead. Example α(0) β(0) α(1) β(1)

  • · · · ∈ L, if β(i) = α(i + 2) for every i

I: b a b a b a O: b a

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 10/17

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SLIDE 48

Block Games

Distinguishing between past and future: block games Fix a block length d > 0. Player I picks blocks ai ∈ Σd

I .

Player O picks blocks bi ∈ Σd

O.

Player O wins, if a0a1a2···

b0b1b2···

  • ∈ L

To account for (constant) lookahead, Player 1 is one move ahead. Example α(0) β(0) α(1) β(1)

  • · · · ∈ L, if β(i) = α(i + 2) for every i

I: b a b a b a O: b a b a

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 10/17

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SLIDE 49

Block Games

Distinguishing between past and future: block games Fix a block length d > 0. Player I picks blocks ai ∈ Σd

I .

Player O picks blocks bi ∈ Σd

O.

Player O wins, if a0a1a2···

b0b1b2···

  • ∈ L

To account for (constant) lookahead, Player 1 is one move ahead. Example α(0) β(0) α(1) β(1)

  • · · · ∈ L, if β(i) = α(i + 2) for every i

I: b a b a b a b b O: b a b a

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 10/17

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SLIDE 50

Block Games

Distinguishing between past and future: block games Fix a block length d > 0. Player I picks blocks ai ∈ Σd

I .

Player O picks blocks bi ∈ Σd

O.

Player O wins, if a0a1a2···

b0b1b2···

  • ∈ L

To account for (constant) lookahead, Player 1 is one move ahead. Example α(0) β(0) α(1) β(1)

  • · · · ∈ L, if β(i) = α(i + 2) for every i

I: b a b a b a b b O: b a b a b b

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 10/17

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SLIDE 51

Block Games

Distinguishing between past and future: block games Fix a block length d > 0. Player I picks blocks ai ∈ Σd

I .

Player O picks blocks bi ∈ Σd

O.

Player O wins, if a0a1a2···

b0b1b2···

  • ∈ L

To account for (constant) lookahead, Player 1 is one move ahead. Example α(0) β(0) α(1) β(1)

  • · · · ∈ L, if β(i) = α(i + 2) for every i

I: b a b a b a b b a b O: b a b a b b

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 10/17

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SLIDE 52

Block Games

Distinguishing between past and future: block games Fix a block length d > 0. Player I picks blocks ai ∈ Σd

I .

Player O picks blocks bi ∈ Σd

O.

Player O wins, if a0a1a2···

b0b1b2···

  • ∈ L

To account for (constant) lookahead, Player 1 is one move ahead. Example α(0) β(0) α(1) β(1)

  • · · · ∈ L, if β(i) = α(i + 2) for every i

I: b a b a b a b b a b O: b a b a b b a b

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 10/17

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SLIDE 53

Block Games

Distinguishing between past and future: block games Fix a block length d > 0. Player I picks blocks ai ∈ Σd

I .

Player O picks blocks bi ∈ Σd

O.

Player O wins, if a0a1a2···

b0b1b2···

  • ∈ L

To account for (constant) lookahead, Player 1 is one move ahead. Example α(0) β(0) α(1) β(1)

  • · · · ∈ L, if β(i) = α(i + 2) for every i

I: b a b a b a b b a b · · · O: b a b a b b a b · · ·

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 10/17

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SLIDE 54

Finite-state Strategies for Block Games

A finite-state strategy in a block game reads blocks over ΣI and outputs blocks in ΣO: I: O: a0 a1 ai−2 ai−1 ai b0 b1 bi−2

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 11/17

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SLIDE 55

Finite-state Strategies for Block Games

A finite-state strategy in a block game reads blocks over ΣI and outputs blocks in ΣO: I: O: a0 a1 ai−2 ai−1 ai b0 b1 bi−2 q

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 11/17

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SLIDE 56

Finite-state Strategies for Block Games

A finite-state strategy in a block game reads blocks over ΣI and outputs blocks in ΣO: I: O: a0 a1 ai−2 ai−1 ai b0 b1 bi−2 q bi−1 = λ(q, ai−1, ai)

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 11/17

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SLIDE 57

Finite-state Strategies for Block Games

A finite-state strategy in a block game reads blocks over ΣI and outputs blocks in ΣO: I: O: a0 a1 ai−2 ai−1 ai b0 b1 bi−2 q bi−1 = λ(q, ai−1, ai) Note: Alphabet now exponential in block length! But, we distinguish past and future. In particular, state complexity only concerned with past.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 11/17

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SLIDE 58

Aggregations

Fix ω-automaton A and a finite set M. s : Q+ → M is an aggregation for A, if for all runs ρ = π0π1π2 · · · and ρ′ = π′

0π′ 1π′ 2 · · · with

s(π0)s(π1)s(π2) · · · = s(π′

0)s(π′ 1)s(π′ 2) · · · : ρ is accepting ⇔

ρ′ is accepting.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 12/17

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SLIDE 59

Aggregations

Fix ω-automaton A and a finite set M. s : Q+ → M is an aggregation for A, if for all runs ρ = π0π1π2 · · · and ρ′ = π′

0π′ 1π′ 2 · · · with

s(π0)s(π1)s(π2) · · · = s(π′

0)s(π′ 1)s(π′ 2) · · · : ρ is accepting ⇔

ρ′ is accepting. π0 π1 π2 π3 π4

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 12/17

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SLIDE 60

Aggregations

Fix ω-automaton A and a finite set M. s : Q+ → M is an aggregation for A, if for all runs ρ = π0π1π2 · · · and ρ′ = π′

0π′ 1π′ 2 · · · with

s(π0)s(π1)s(π2) · · · = s(π′

0)s(π′ 1)s(π′ 2) · · · : ρ is accepting ⇔

ρ′ is accepting. π0 π1 π2 π3 π4 m0 m1 m3 m3 m4

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 12/17

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SLIDE 61

Aggregations

Fix ω-automaton A and a finite set M. s : Q+ → M is an aggregation for A, if for all runs ρ = π0π1π2 · · · and ρ′ = π′

0π′ 1π′ 2 · · · with

s(π0)s(π1)s(π2) · · · = s(π′

0)s(π′ 1)s(π′ 2) · · · : ρ is accepting ⇔

ρ′ is accepting. π0 π1 π2 π3 π4 m0 m1 m3 m3 m4 π0 π1 π2 π3 π4

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 12/17

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SLIDE 62

Aggregations

Fix ω-automaton A and a finite set M. s : Q+ → M is an aggregation for A, if for all runs ρ = π0π1π2 · · · and ρ′ = π′

0π′ 1π′ 2 · · · with

s(π0)s(π1)s(π2) · · · = s(π′

0)s(π′ 1)s(π′ 2) · · · : ρ is accepting ⇔

ρ′ is accepting. π0 π1 π2 π3 π4 m0 m1 m3 m3 m4 π0 π1 π2 π3 π4 Example q0 · · · qi → max0≤j≤i Ω(qj) is an aggregation for a max-parity automaton with coloring Ω.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 12/17

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SLIDE 63

Automata Computing Aggregations

Every automaton M with input alphabet Q and state set M computes an aggregation sM : Q+ → M: sM(π) is the state reached by M when processing π.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 13/17

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SLIDE 64

Automata Computing Aggregations

Every automaton M with input alphabet Q and state set M computes an aggregation sM : Q+ → M: sM(π) is the state reached by M when processing π. Example q0 · · · qi → max0≤j≤i Ω(qj) computable by automaton with state set Ω(Q).

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 13/17

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SLIDE 65

Abstract Block Games

Fix A recognizing winning condition L(A) ⊆ (ΣI × ΣO)ω and let sM : Q+ → M be aggregation for A computed by some M. Define x ≡ x′ iff x and x′ induce the same behavior in A, i.e., the same state changes and the corresponding runs have the same sM-value.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 14/17

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SLIDE 66

Abstract Block Games

Fix A recognizing winning condition L(A) ⊆ (ΣI × ΣO)ω and let sM : Q+ → M be aggregation for A computed by some M. Define x ≡ x′ iff x and x′ induce the same behavior in A, i.e., the same state changes and the corresponding runs have the same sM-value. x ∈ Σ∗

I :

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 14/17

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SLIDE 67

Abstract Block Games

Fix A recognizing winning condition L(A) ⊆ (ΣI × ΣO)ω and let sM : Q+ → M be aggregation for A computed by some M. Define x ≡ x′ iff x and x′ induce the same behavior in A, i.e., the same state changes and the corresponding runs have the same sM-value. y ∈ Σ∗

O:

x ∈ Σ∗

I :

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 14/17

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SLIDE 68

Abstract Block Games

Fix A recognizing winning condition L(A) ⊆ (ΣI × ΣO)ω and let sM : Q+ → M be aggregation for A computed by some M. Define x ≡ x′ iff x and x′ induce the same behavior in A, i.e., the same state changes and the corresponding runs have the same sM-value. q0 q1 . . . qn

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 14/17

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SLIDE 69

Abstract Block Games

Fix A recognizing winning condition L(A) ⊆ (ΣI × ΣO)ω and let sM : Q+ → M be aggregation for A computed by some M. Define x ≡ x′ iff x and x′ induce the same behavior in A, i.e., the same state changes and the corresponding runs have the same sM-value. q0 q1 . . . qn q′ q′

1

. . . q′

n

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 14/17

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SLIDE 70

Abstract Block Games

Fix A recognizing winning condition L(A) ⊆ (ΣI × ΣO)ω and let sM : Q+ → M be aggregation for A computed by some M. Define x ≡ x′ iff x and x′ induce the same behavior in A, i.e., the same state changes and the corresponding runs have the same sM-value. q0 q1 . . . qn q′ q′

1

. . . q′

n

m0 m1 . . . mn

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 14/17

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SLIDE 71

Abstract Block Games

Fix A recognizing winning condition L(A) ⊆ (ΣI × ΣO)ω and let sM : Q+ → M be aggregation for A computed by some M. Define x ≡ x′ iff x and x′ induce the same behavior in A, i.e., the same state changes and the corresponding runs have the same sM-value. q0 q1 . . . qn q′ q′

1

. . . q′

n

m0 m1 . . . mn ≡ has index at most 2|Q|2|M|.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 14/17

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SLIDE 72

Abstract Block Games

The abstract block game is played as follows: Player I picks equivalence classes S0S1 · · · . Player O picks compatible sequence (q0, ∗)(q1, m1) · · · .

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 15/17

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SLIDE 73

Abstract Block Games

The abstract block game is played as follows: Player I picks equivalence classes S0S1 · · · . Player O picks compatible sequence (q0, ∗)(q1, m1) · · · . S0

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 15/17

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SLIDE 74

Abstract Block Games

The abstract block game is played as follows: Player I picks equivalence classes S0S1 · · · . Player O picks compatible sequence (q0, ∗)(q1, m1) · · · . S0 qI

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 15/17

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SLIDE 75

Abstract Block Games

The abstract block game is played as follows: Player I picks equivalence classes S0S1 · · · . Player O picks compatible sequence (q0, ∗)(q1, m1) · · · . S0 qI S1

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 15/17

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SLIDE 76

Abstract Block Games

The abstract block game is played as follows: Player I picks equivalence classes S0S1 · · · . Player O picks compatible sequence (q0, ∗)(q1, m1) · · · . S0 qI S1 ∈

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 15/17

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SLIDE 77

Abstract Block Games

The abstract block game is played as follows: Player I picks equivalence classes S0S1 · · · . Player O picks compatible sequence (q0, ∗)(q1, m1) · · · . S0 qI S1 ∈

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 15/17

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SLIDE 78

Abstract Block Games

The abstract block game is played as follows: Player I picks equivalence classes S0S1 · · · . Player O picks compatible sequence (q0, ∗)(q1, m1) · · · . S0 qI S1 ∈ q1 m1

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 15/17

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SLIDE 79

Abstract Block Games

The abstract block game is played as follows: Player I picks equivalence classes S0S1 · · · . Player O picks compatible sequence (q0, ∗)(q1, m1) · · · . S0 qI S1 ∈ q1 m1 S2

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 15/17

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SLIDE 80

Abstract Block Games

The abstract block game is played as follows: Player I picks equivalence classes S0S1 · · · . Player O picks compatible sequence (q0, ∗)(q1, m1) · · · . S0 qI S1 ∈ q1 m1 S2 ∈

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 15/17

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SLIDE 81

Abstract Block Games

The abstract block game is played as follows: Player I picks equivalence classes S0S1 · · · . Player O picks compatible sequence (q0, ∗)(q1, m1) · · · . S0 qI S1 ∈ q1 m1 S2 ∈

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 15/17

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SLIDE 82

Abstract Block Games

The abstract block game is played as follows: Player I picks equivalence classes S0S1 · · · . Player O picks compatible sequence (q0, ∗)(q1, m1) · · · . S0 qI S1 ∈ q1 m1 S2 ∈ q2 m2

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 15/17

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SLIDE 83

Abstract Block Games

The abstract block game is played as follows: Player I picks equivalence classes S0S1 · · · . Player O picks compatible sequence (q0, ∗)(q1, m1) · · · . S0 qI S1 ∈ q1 m1 S2 ∈ q2 m2 Player O wins if m1m2 · · · is aggregation of accepting run.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 15/17

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SLIDE 84

Abstract Block Games

The abstract block game is played as follows: Player I picks equivalence classes S0S1 · · · . Player O picks compatible sequence (q0, ∗)(q1, m1) · · · . S0 qI S1 ∈ q1 m1 S2 ∈ q2 m2 Player O wins if m1m2 · · · is aggregation of accepting run. This is a delay-free Gale-Stewart game! Automaton reconizing winning condition is (roughly) of size O(index(≡)).

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 15/17

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SLIDE 85

Main Theorem

Theorem Let A be an ω-automaton, let sM be an aggregation for A, and define d = 2|Q|2·|M|.

  • 1. If Player O wins the delay game with winning condition L(A)

for any lookahead, then she also wins the corresponding abstract block game.

  • 2. If Player O wins the abstract block game, then she also wins

the block game with winning condition L(A) and block size d.

  • 3. Moreover, if she has a finite-state winning strategy for the

abstract game, then she has a finite-state winning strategy of the same size for the block game.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 16/17

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SLIDE 86

Main Theorem

Theorem Let A be an ω-automaton, let sM be an aggregation for A, and define d = 2|Q|2·|M|.

  • 1. If Player O wins the delay game with winning condition L(A)

for any lookahead, then she also wins the corresponding abstract block game.

  • 2. If Player O wins the abstract block game, then she also wins

the block game with winning condition L(A) and block size d.

  • 3. Moreover, if she has a finite-state winning strategy for the

abstract game, then she has a finite-state winning strategy of the same size for the block game. Corollary Solving delay games equivalent to solving abstract block games and constant lookahead 2d is sufficient.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 16/17

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SLIDE 87

Conclusion

Also in the Paper:

  • 1. Another type of aggregation suitable for quantitative

acceptance conditions.

  • 2. The same framework yields decidability and finite-state

strategies for quantitative delay games w.r.t. constant lookahead.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 17/17

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SLIDE 88

Conclusion

Also in the Paper:

  • 1. Another type of aggregation suitable for quantitative

acceptance conditions.

  • 2. The same framework yields decidability and finite-state

strategies for quantitative delay games w.r.t. constant lookahead. Unpublished (with Sarah Winter): Recall that automata implementing finite-state strategies in block games process blocks ⇒ Exponentially-sized alphabets.

  • 1. Implement transition and output function as transducers.
  • 2. Upper and lower bounds on size in both models.
  • 3. Tradeoffs between these models.

Martin Zimmermann Saarland University Finite-state Strategies in Delay Games 17/17