Games Computer Scientists Play Martin Zimmermann July 19th, 2018 - - PowerPoint PPT Presentation

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Games Computer Scientists Play Martin Zimmermann July 19th, 2018 - - PowerPoint PPT Presentation

Introductory Lecture Games Computer Scientists Play Martin Zimmermann July 19th, 2018 1/23 The Pumping Lemma L regular implies n N w L n x , y , z xyz = w | xy | n | y | > 0


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Introductory Lecture

Games Computer Scientists Play

Martin Zimmermann July 19th, 2018

1/23

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The Pumping Lemma

L ⊆ Σ∗ regular implies ∃n ∈ N ∀w ∈ L ∩ Σ≥n ∃x, y, z ∈ Σ∗ xyz = w ∧ |xy| ≤ n ∧ |y| > 0 ∧ ∀i ∈ N xyiz ∈ L

2/23

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The Pumping Lemma

L ⊆ Σ∗ regular implies ∃n ∈ N ∀w ∈ L ∩ Σ≥n ∃x, y, z ∈ Σ∗ xyz = w ∧ |xy| ≤ n ∧ |y| > 0 ∧ ∀i ∈ N xyiz ∈ L a b b a a b a b

2/23

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The Pumping Lemma

∀n ∈ N ∃w ∈ L ∩ Σ≥n ∀x, y, z ∈ Σ∗ (xyz = w ∧ |xy| ≤ n ∧ |y| > 0) → ∃i ∈ N xyiz / ∈ L implies that L is not regular.

2/23

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The Pumping Lemma

∀n ∈ N ∃w ∈ L ∩ Σ≥n ∀x, y, z ∈ Σ∗ (xyz = w ∧ |xy| ≤ n ∧ |y| > 0) → ∃i ∈ N xyiz / ∈ L implies that L is not regular. Example L = {anbn | n > 0} = {ab, aabb, aaabbb, aaaabbbb, . . .}

2/23

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SLIDE 6

The Pumping Lemma

∀n ∈ N ∃w ∈ L ∩ Σ≥n ∀x, y, z ∈ Σ∗ (xyz = w ∧ |xy| ≤ n ∧ |y| > 0) → ∃i ∈ N xyiz / ∈ L implies that L is not regular. Example L = {anbn | n > 0} = {ab, aabb, aaabbb, aaaabbbb, . . .} n

2/23

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SLIDE 7

The Pumping Lemma

∀n ∈ N ∃w ∈ L ∩ Σ≥n ∀x, y, z ∈ Σ∗ (xyz = w ∧ |xy| ≤ n ∧ |y| > 0) → ∃i ∈ N xyiz / ∈ L implies that L is not regular. Example L = {anbn | n > 0} = {ab, aabb, aaabbb, aaaabbbb, . . .} n w = aaaaa · · · aaaaa bbbbb · · · bbbbb n n

2/23

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SLIDE 8

The Pumping Lemma

∀n ∈ N ∃w ∈ L ∩ Σ≥n ∀x, y, z ∈ Σ∗ (xyz = w ∧ |xy| ≤ n ∧ |y| > 0) → ∃i ∈ N xyiz / ∈ L implies that L is not regular. Example L = {anbn | n > 0} = {ab, aabb, aaabbb, aaaabbbb, . . .} n w = aaaaa · · · aaaaa bbbbb · · · bbbbb n n x z y

2/23

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SLIDE 9

The Pumping Lemma

∀n ∈ N ∃w ∈ L ∩ Σ≥n ∀x, y, z ∈ Σ∗ (xyz = w ∧ |xy| ≤ n ∧ |y| > 0) → ∃i ∈ N xyiz / ∈ L implies that L is not regular. Example L = {anbn | n > 0} = {ab, aabb, aaabbb, aaaabbbb, . . .} n w = aaaaa · · · aaaaa bbbbb · · · bbbbb n n x z

2/23

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Model Checking

Intuition Quantifiers and logical connectives correspond to moves in a game between a player trying to satisfy a formula and an opponent trying to falsify it.

3/23

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Model Checking

Intuition Quantifiers and logical connectives correspond to moves in a game between a player trying to satisfy a formula and an opponent trying to falsify it. Model Checking Given a structure A and a sentence ϕ of first-order logic, decide whether A satisfies ϕ.

3/23

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Model Checking

Intuition Quantifiers and logical connectives correspond to moves in a game between a player trying to satisfy a formula and an opponent trying to falsify it. Model Checking Given a structure A and a sentence ϕ of first-order logic, decide whether A satisfies ϕ. Example A = (N, <, |, 1) and ϕ = ∀x∃y(x < y ∧ ∀z(¬(z |y) ∨ z = 1) ∨ z = y)

3/23

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Model Checking Games

A game between Verifier and Falsifier. Positions: (ψ, β) where ψ is a subformula of ϕ and β is a partial variable valuation. Moves for Verifier: (∃xψ, β) (ψ, β[x 󰀂→ a]) for all a of A (ψ0 ∨ ψ1, β) (ψ0, β) (ψ1, β)

4/23

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Model Checking Games

A game between Verifier and Falsifier. Positions: (ψ, β) where ψ is a subformula of ϕ and β is a partial variable valuation. Moves for Verifier: (∃xψ, β) (ψ, β[x 󰀂→ a]) for all a of A (ψ0 ∨ ψ1, β) (ψ0, β) (ψ1, β) Moves for Falsifier: dual

4/23

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Model Checking Games

A game between Verifier and Falsifier. Positions: (ψ, β) where ψ is a subformula of ϕ and β is a partial variable valuation. Moves for Verifier: (∃xψ, β) (ψ, β[x 󰀂→ a]) for all a of A (ψ0 ∨ ψ1, β) (ψ0, β) (ψ1, β) Moves for Falsifier: dual Terminal positions: (R(x1, . . . , xn), β) for relation symbol R. Winning for Verifier if and only if (β(x1) . . . , β(xn)) ∈ RA.

4/23

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Model Checking Games

A game between Verifier and Falsifier. Positions: (ψ, β) where ψ is a subformula of ϕ and β is a partial variable valuation. Moves for Verifier: (∃xψ, β) (ψ, β[x 󰀂→ a]) for all a of A (ψ0 ∨ ψ1, β) (ψ0, β) (ψ1, β) Moves for Falsifier: dual Terminal positions: ¬(R(x1, . . . , xn), β) for relation symbol R. Winning for Verifier if and only if (β(x1) . . . , β(xn)) / ∈ RA.

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Example Continued

A = (N, <, |, 1) and ϕ = ∀x∃y (x < y ∧ ∀z(¬(z |y) ∨ z = 1 ∨ z = y)) 󰂀 󰁿󰁾 󰂁

ψ

5/23

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Example Continued

A = (N, <, |, 1) and ϕ = ∀x∃y (x < y ∧ ∀z(¬(z |y) ∨ z = 1 ∨ z = y)) 󰂀 󰁿󰁾 󰂁

ψ

(∀x∃yψ, ∅)

5/23

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Example Continued

A = (N, <, |, 1) and ϕ = ∀x∃y (x < y ∧ ∀z(¬(z |y) ∨ z = 1 ∨ z = y)) 󰂀 󰁿󰁾 󰂁

ψ

(∀x∃yψ, ∅) (∃yψ, x 󰀂→ 3) F

5/23

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Example Continued

A = (N, <, |, 1) and ϕ = ∀x∃y (x < y ∧ ∀z(¬(z |y) ∨ z = 1 ∨ z = y)) 󰂀 󰁿󰁾 󰂁

ψ

(∀x∃yψ, ∅) (∃yψ, x 󰀂→ 3) F (x < y ∧ ∀z(¬(z |y) ∨ z = 1 ∨ z = y), x 󰀂→ 3, y 󰀂→ 7) V

5/23

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Example Continued

A = (N, <, |, 1) and ϕ = ∀x∃y (x < y ∧ ∀z(¬(z |y) ∨ z = 1 ∨ z = y)) 󰂀 󰁿󰁾 󰂁

ψ

(∀x∃yψ, ∅) (∃yψ, x 󰀂→ 3) F (x < y ∧ ∀z(¬(z |y) ∨ z = 1 ∨ z = y), x 󰀂→ 3, y 󰀂→ 7) V (∀z(¬(z |y) ∨ z = 1 ∨ z = y), x 󰀂→ 3, y 󰀂→ 7) F

5/23

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Example Continued

A = (N, <, |, 1) and ϕ = ∀x∃y (x < y ∧ ∀z(¬(z |y) ∨ z = 1 ∨ z = y)) 󰂀 󰁿󰁾 󰂁

ψ

(∀x∃yψ, ∅) (∃yψ, x 󰀂→ 3) F (x < y ∧ ∀z(¬(z |y) ∨ z = 1 ∨ z = y), x 󰀂→ 3, y 󰀂→ 7) V (∀z(¬(z |y) ∨ z = 1 ∨ z = y), x 󰀂→ 3, y 󰀂→ 7) F (¬(z |y) ∨ z = 1 ∨ z = y, x 󰀂→ 3, y 󰀂→ 7, z 󰀂→ 13) F

5/23

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Example Continued

A = (N, <, |, 1) and ϕ = ∀x∃y (x < y ∧ ∀z(¬(z |y) ∨ z = 1 ∨ z = y)) 󰂀 󰁿󰁾 󰂁

ψ

(∀x∃yψ, ∅) (∃yψ, x 󰀂→ 3) F (x < y ∧ ∀z(¬(z |y) ∨ z = 1 ∨ z = y), x 󰀂→ 3, y 󰀂→ 7) V (∀z(¬(z |y) ∨ z = 1 ∨ z = y), x 󰀂→ 3, y 󰀂→ 7) F (¬(z |y) ∨ z = 1 ∨ z = y, x 󰀂→ 3, y 󰀂→ 7, z 󰀂→ 13) F (¬(z |y), x 󰀂→ 3, y 󰀂→ 7, z 󰀂→ 13) V

5/23

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Example Continued

A = (N, <, |, 1) and ϕ = ∀x∃y (x < y ∧ ∀z(¬(z |y) ∨ z = 1 ∨ z = y)) 󰂀 󰁿󰁾 󰂁

ψ

(∀x∃yψ, ∅) (∃yψ, x 󰀂→ 3) F (x < y ∧ ∀z(¬(z |y) ∨ z = 1 ∨ z = y), x 󰀂→ 3, y 󰀂→ 7) V (∀z(¬(z |y) ∨ z = 1 ∨ z = y), x 󰀂→ 3, y 󰀂→ 7) F (¬(z |y) ∨ z = 1 ∨ z = y, x 󰀂→ 3, y 󰀂→ 7, z 󰀂→ 13) F (¬(z |y), x 󰀂→ 3, y 󰀂→ 7, z 󰀂→ 13) V Winning for Verifier, as 13 does not divide 7

5/23

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Example Continued

A = (N, <, |, 1) and ϕ = ∀x∃y (x < y ∧ ∀z(¬(z |y) ∨ z = 1 ∨ z = y)) 󰂀 󰁿󰁾 󰂁

ψ

Theorem

The following are equivalent:

  • 1. A satisfies ϕ.
  • 2. Verifier has a winning strategy for the game induced by A

and ϕ.

5/23

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Word Automata Emptiness

a b b a a b a b

6/23

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Word Automata Emptiness

a b b a a b a b For automata on finite words, emptiness can be expressed as a (trivial) one-player reachability game: find a path from the initial state to some accepting state.

6/23

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Word Automata Emptiness

a b b a a b a b For automata on finite words, emptiness can be expressed as a (trivial) one-player reachability game: find a path from the initial state to some accepting state.

6/23

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Word Automata Emptiness

a b b a a b a b For automata on finite words, emptiness can be expressed as a (trivial) one-player reachability game: find a path from the initial state to some accepting state.

6/23

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Word Automata Emptiness

a b b a a b a b For automata on finite words, emptiness can be expressed as a (trivial) one-player reachability game: find a path from the initial state to some accepting state.

6/23

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Word Automata Emptiness

a b b a a b a b For automata on finite words, emptiness can be expressed as a (trivial) one-player reachability game: find a path from the initial state to some accepting state.

6/23

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Tree Automata Emptiness

a c a a e

7/23

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Tree Automata Emptiness

a c a a e a a a a a a c a e a a a a

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Tree Automata Emptiness

a c a a e a a a a a a c a e a a a a

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Tree Automata Emptiness

a c a a e a a a a a a c a e a a a a

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Tree Automata Emptiness

a c a a e a a a a a a c a e a a a a

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Tree Automata Emptiness

a c a a e a a a a a a c a e a a a a

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Tree Automata Emptiness

a c a a e a a a a a a c a e a a a a

7/23

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The Emptiness Game

One player picks transitions, the other (implicitly) the structure of the input tree. a c a a e

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The Emptiness Game

One player picks transitions, the other (implicitly) the structure of the input tree. a c a a e

8/23

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The Emptiness Game

One player picks transitions, the other (implicitly) the structure of the input tree. a c a a e a

8/23

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The Emptiness Game

One player picks transitions, the other (implicitly) the structure of the input tree. a c a a e a

8/23

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The Emptiness Game

One player picks transitions, the other (implicitly) the structure of the input tree. a c a a e a c

8/23

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The Emptiness Game

One player picks transitions, the other (implicitly) the structure of the input tree. a c a a e a c

8/23

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The Emptiness Game

One player picks transitions, the other (implicitly) the structure of the input tree. a c a a e a c a

8/23

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The Emptiness Game

One player picks transitions, the other (implicitly) the structure of the input tree. a c a a e a c a e a

8/23

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The Emptiness Game

One player picks transitions, the other (implicitly) the structure of the input tree. Theorem An automaton has a non-empty language if and only if the player constructing a run has a winning strategy for the induced game.

8/23

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The Emptiness Game

One player picks transitions, the other (implicitly) the structure of the input tree. Theorem An automaton has a non-empty language if and only if the player constructing a run has a winning strategy for the induced game. An analogous result holds for automata on infinite trees. However, the resulting game is an infinite-duration game.

8/23

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Determinacy

All games considered thus far, at most one player can have a winning strategy.

9/23

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Determinacy

All games considered thus far, at most one player can have a winning strategy. A game is determined, if one of the players has a winning strategy for it.

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Determinacy

All games considered thus far, at most one player can have a winning strategy. A game is determined, if one of the players has a winning strategy for it.

Theorem (Zermelo 1913)

Every finite-duration two-player zero-sum game of perfect information is determined.

9/23

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SLIDE 52

Determinacy

All games considered thus far, at most one player can have a winning strategy. A game is determined, if one of the players has a winning strategy for it.

Theorem (Zermelo 1913)

Every finite-duration two-player zero-sum game of perfect information is determined. The proof works by bottom-up induction over the finite tree of positions.

9/23

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Determinacy

All games considered thus far, at most one player can have a winning strategy. A game is determined, if one of the players has a winning strategy for it.

Theorem (Zermelo 1913)

Every finite-duration two-player zero-sum game of perfect information is determined. Question Is every infinite-duration two-player zero-sum game of perfect information determined?

9/23

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Chomp

There is a (rectangular) chocolate bar with m × n pieces. A move consists of taking a piece and all others that are to the right and above. Two players, Player 0 and Player 1, move in alternation, starting with Player 0. The player who takes the bottom-left piece loses.

10/23

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Let’s Play

11/23

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Let’s Play

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Let’s Play

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SLIDE 58

Let’s Play

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Let’s Play

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Let’s Play

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SLIDE 61

Let’s Play

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Let’s Play

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Let’s Play

11/23

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Strategy Stealing

Claim Player 0 has a winning strategy for every bar (unless m = n = 1).

12/23

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Strategy Stealing

Claim Player 0 has a winning strategy for every bar (unless m = n = 1). Assume Player 1 has a winning strategy. Look how this strategy reacts to Player 0 only taking the top-right piece in the first move. Let Player 0 use this strategy from the beginning. This is winning for Player 0, which is a contradiction. As Chomp is determined, this means Player 0 must have a winning strategy.

12/23

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Strategy Stealing

Claim Player 0 has a winning strategy for every bar (unless m = n = 1). Assume Player 1 has a winning strategy. Look how this strategy reacts to Player 0 only taking the top-right piece in the first move. Let Player 0 use this strategy from the beginning. This is winning for Player 0, which is a contradiction. As Chomp is determined, this means Player 0 must have a winning strategy. Note The proof is non-constructive.. ..winning strategy only known for special cases n × n, n × 2, 2 × n, n × 1, and 1 × n (try to find them).

12/23

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Hamming Distance

In the following: B = {0, 1}

Definition

For x = x0x1x2 · · · and y = y0y1y2 · · · in Bω, the Hamming distance between x and y is defined as hd(x, y) = |{n ∈ N | xn ∕= yn}| ∈ N ∪ {∞}. Example hd(0101101000 · · · , 1010100000 · · · ) = 5 hd(1010101010 · · · , 0101010101 · · · ) = ∞ hd(1010101010 · · · , 1111111111 · · · ) = ∞.

13/23

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Infinite XOR Functions

Definition

A function f : Bω → B is an infinite XOR function, if hd(x, y) = 1 implies f (x) ∕= f (y) for all x, y ∈ Bω.

14/23

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Infinite XOR Functions

Definition

A function f : Bω → B is an infinite XOR function, if hd(x, y) = 1 implies f (x) ∕= f (y) for all x, y ∈ Bω. Example

14/23

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Infinite XOR Functions

Definition

A function f : Bω → B is an infinite XOR function, if hd(x, y) = 1 implies f (x) ∕= f (y) for all x, y ∈ Bω. Example I have none.. we will come back to this later.

14/23

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SLIDE 71

Infinite XOR Functions

Definition

A function f : Bω → B is an infinite XOR function, if hd(x, y) = 1 implies f (x) ∕= f (y) for all x, y ∈ Bω. Example I have none.. we will come back to this later.

Theorem

There exists an infinite XOR function.

14/23

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Infinite XOR Functions

Definition

A function f : Bω → B is an infinite XOR function, if hd(x, y) = 1 implies f (x) ∕= f (y) for all x, y ∈ Bω. Example I have none.. we will come back to this later.

Theorem

There exists an infinite XOR function. The proof requires the axion of choice.

14/23

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The Game Gf

Fix some infinite XOR function f . We define a game Gf between Player 0 and Player 1 who pick sequences of bits in alternation.

15/23

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The Game Gf

Fix some infinite XOR function f . We define a game Gf between Player 0 and Player 1 who pick sequences of bits in alternation. Example

15/23

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SLIDE 75

The Game Gf

Fix some infinite XOR function f . We define a game Gf between Player 0 and Player 1 who pick sequences of bits in alternation. Example 1100

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SLIDE 76

The Game Gf

Fix some infinite XOR function f . We define a game Gf between Player 0 and Player 1 who pick sequences of bits in alternation. Example 1100 0

15/23

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SLIDE 77

The Game Gf

Fix some infinite XOR function f . We define a game Gf between Player 0 and Player 1 who pick sequences of bits in alternation. Example 1100 0 000000110000

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SLIDE 78

The Game Gf

Fix some infinite XOR function f . We define a game Gf between Player 0 and Player 1 who pick sequences of bits in alternation. Example 1100 0 000000110000 1100101

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SLIDE 79

The Game Gf

Fix some infinite XOR function f . We define a game Gf between Player 0 and Player 1 who pick sequences of bits in alternation. Example 1100 0 000000110000 1100101 1

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SLIDE 80

The Game Gf

Fix some infinite XOR function f . We define a game Gf between Player 0 and Player 1 who pick sequences of bits in alternation. Example 1100 0 000000110000 1100101 1 100000

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SLIDE 81

The Game Gf

Fix some infinite XOR function f . We define a game Gf between Player 0 and Player 1 who pick sequences of bits in alternation. Example 1100 0 000000110000 1100101 1 100000 · · ·

15/23

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SLIDE 82

The Game Gf

Fix some infinite XOR function f . We define a game Gf between Player 0 and Player 1 who pick sequences of bits in alternation. Example winner: Player f ( 1100 0 000000110000 1100101 1 100000 · · · )

15/23

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SLIDE 83

The Game Gf

Fix some infinite XOR function f . We define a game Gf between Player 0 and Player 1 who pick sequences of bits in alternation. Example winner: Player f ( 1100 0 000000110000 1100101 1 100000 · · · ) Formally, Gf is played in rounds n = 0, 1, 2, . . .. In round n, first Player 0 picks w2n ∈ B+, then Player 1 picks w2n+1 ∈ B+. Play w0, w1, w2, . . . is won by Player f (w0w1w2 · · · ).

15/23

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SLIDE 84

There are Undetermined Games

Theorem

Let f be an infinite XOR function. No player has a winning strategy for Gf .

16/23

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SLIDE 85

Proof Idea

Strategy stealing: For every strategy τ of Player 1, we construct two counter strategies σ and σ′ that mimic τ. The only difference between σ and σ′ is that one starts by playing a 0, the other by playing a 1. The remainder of the plays resulting from playing σ and σ′ against τ are equal. Hence, their Hamming distance is 1 and one of the plays is won by Player 0. Thus, τ is not a winning strategy.

17/23

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SLIDE 86

Proof Idea

Strategy stealing: For every strategy τ of Player 1, we construct two counter strategies σ and σ′ that mimic τ. The only difference between σ and σ′ is that one starts by playing a 0, the other by playing a 1. The remainder of the plays resulting from playing σ and σ′ against τ are equal. Hence, their Hamming distance is 1 and one of the plays is won by Player 0. Thus, τ is not a winning strategy. The argument showing that Player 0 has no winning strategy is similar.

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SLIDE 87

Proof

Let τ be a strategy for Player 1 in Gf . We show that τ is not winning by constructing counter strategies σ and σ′ as above. τ σ σ′ τ

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SLIDE 88

Proof

Let τ be a strategy for Player 1 in Gf . We show that τ is not winning by constructing counter strategies σ and σ′ as above. τ σ σ′ τ

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SLIDE 89

Proof

Let τ be a strategy for Player 1 in Gf . We show that τ is not winning by constructing counter strategies σ and σ′ as above. τ σ σ′ τ w1

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SLIDE 90

Proof

Let τ be a strategy for Player 1 in Gf . We show that τ is not winning by constructing counter strategies σ and σ′ as above. τ σ σ′ τ w1 1w1

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SLIDE 91

Proof

Let τ be a strategy for Player 1 in Gf . We show that τ is not winning by constructing counter strategies σ and σ′ as above. τ σ σ′ τ w1 1w1 w2

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SLIDE 92

Proof

Let τ be a strategy for Player 1 in Gf . We show that τ is not winning by constructing counter strategies σ and σ′ as above. τ σ σ′ τ w1 1w1 w2 w2

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SLIDE 93

Proof

Let τ be a strategy for Player 1 in Gf . We show that τ is not winning by constructing counter strategies σ and σ′ as above. τ σ σ′ τ w1 1w1 w2 w2 w3

18/23

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SLIDE 94

Proof

Let τ be a strategy for Player 1 in Gf . We show that τ is not winning by constructing counter strategies σ and σ′ as above. τ σ σ′ τ w1 1w1 w2 w2 w3 w3

18/23

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SLIDE 95

Proof

Let τ be a strategy for Player 1 in Gf . We show that τ is not winning by constructing counter strategies σ and σ′ as above. τ σ σ′ τ w1 1w1 w2 w2 w3 w3 w4

18/23

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SLIDE 96

Proof

Let τ be a strategy for Player 1 in Gf . We show that τ is not winning by constructing counter strategies σ and σ′ as above. τ σ σ′ τ w1 1w1 w2 w2 w3 w3 w4 w4

18/23

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SLIDE 97

Proof

Let τ be a strategy for Player 1 in Gf . We show that τ is not winning by constructing counter strategies σ and σ′ as above. τ σ σ′ τ w1 1w1 w2 w2 w3 w3 w4 w4 w5

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SLIDE 98

Proof

Let τ be a strategy for Player 1 in Gf . We show that τ is not winning by constructing counter strategies σ and σ′ as above. τ σ σ′ τ w1 1w1 w2 w2 w3 w3 w4 w4 w5 w5

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SLIDE 99

Proof

Let τ be a strategy for Player 1 in Gf . We show that τ is not winning by constructing counter strategies σ and σ′ as above. τ σ σ′ τ w1 1w1 w2 w2 w3 w3 w4 w4 w5 w5 w6

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SLIDE 100

Proof

Let τ be a strategy for Player 1 in Gf . We show that τ is not winning by constructing counter strategies σ and σ′ as above. τ σ σ′ τ w1 1w1 w2 w2 w3 w3 w4 w4 w5 w5 w6 w6

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SLIDE 101

Proof

Let τ be a strategy for Player 1 in Gf . We show that τ is not winning by constructing counter strategies σ and σ′ as above. τ σ σ′ τ w1 1w1 w2 w2 w3 w3 w4 w4 w5 w5 w6 w6 Consider the resulting plays: they differ only at their first position. Hence, Player 0 wins one of them. Thus, τ is not winning.

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SLIDE 102

Proof

Let σ be a strategy for Player 0 in Gf . We show that σ is not winning by constructing counter strategies τ and τ ′ as above. τ σ σ τ ′

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SLIDE 103

Proof

Let σ be a strategy for Player 0 in Gf . We show that σ is not winning by constructing counter strategies τ and τ ′ as above. τ σ σ τ ′ w0

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SLIDE 104

Proof

Let σ be a strategy for Player 0 in Gf . We show that σ is not winning by constructing counter strategies τ and τ ′ as above. τ σ σ τ ′ w0

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SLIDE 105

Proof

Let σ be a strategy for Player 0 in Gf . We show that σ is not winning by constructing counter strategies τ and τ ′ as above. τ σ σ τ ′ w0 w1

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SLIDE 106

Proof

Let σ be a strategy for Player 0 in Gf . We show that σ is not winning by constructing counter strategies τ and τ ′ as above. τ σ σ τ ′ w0 w1 w0

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SLIDE 107

Proof

Let σ be a strategy for Player 0 in Gf . We show that σ is not winning by constructing counter strategies τ and τ ′ as above. τ σ σ τ ′ w0 w1 w0 1w1

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SLIDE 108

Proof

Let σ be a strategy for Player 0 in Gf . We show that σ is not winning by constructing counter strategies τ and τ ′ as above. τ σ σ τ ′ w0 w1 w0 1w1 w2

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SLIDE 109

Proof

Let σ be a strategy for Player 0 in Gf . We show that σ is not winning by constructing counter strategies τ and τ ′ as above. τ σ σ τ ′ w0 w1 w0 1w1 w2 w2

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SLIDE 110

Proof

Let σ be a strategy for Player 0 in Gf . We show that σ is not winning by constructing counter strategies τ and τ ′ as above. τ σ σ τ ′ w0 w1 w0 1w1 w2 w2 w3

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SLIDE 111

Proof

Let σ be a strategy for Player 0 in Gf . We show that σ is not winning by constructing counter strategies τ and τ ′ as above. τ σ σ τ ′ w0 w1 w0 1w1 w2 w2 w3 w3

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SLIDE 112

Proof

Let σ be a strategy for Player 0 in Gf . We show that σ is not winning by constructing counter strategies τ and τ ′ as above. τ σ σ τ ′ w0 w1 w0 1w1 w2 w2 w3 w3 w4

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SLIDE 113

Proof

Let σ be a strategy for Player 0 in Gf . We show that σ is not winning by constructing counter strategies τ and τ ′ as above. τ σ σ τ ′ w0 w1 w0 1w1 w2 w2 w3 w3 w4 w4

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SLIDE 114

Proof

Let σ be a strategy for Player 0 in Gf . We show that σ is not winning by constructing counter strategies τ and τ ′ as above. τ σ σ τ ′ w0 w1 w0 1w1 w2 w2 w3 w3 w4 w4 w5

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SLIDE 115

Proof

Let σ be a strategy for Player 0 in Gf . We show that σ is not winning by constructing counter strategies τ and τ ′ as above. τ σ σ τ ′ w0 w1 w0 1w1 w2 w2 w3 w3 w4 w4 w5 w5

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SLIDE 116

Proof

Let σ be a strategy for Player 0 in Gf . We show that σ is not winning by constructing counter strategies τ and τ ′ as above. τ σ σ τ ′ w0 w1 w0 1w1 w2 w2 w3 w3 w4 w4 w5 w5 Consider the resulting plays: they differ only at their first position. Hence, Player 1 wins one of them. Thus, σ is not winning.

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SLIDE 117

Church’s Synthesis Problem

?

i1 . . . in

  • 1

. . .

  • n

Church 1957: Given a specification on the input/output behavior

  • f a circuit (in some suitable logical language), decide whether

such a circuit exists, and, if yes, compute one.

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SLIDE 118

Church’s Synthesis Problem

?

i1 . . . in

  • 1

. . .

  • n

Example

Interpret input ij = 1 as client j requesting a shared resource and

  • utput oj = 1 as the corresponding grant to client j.

Typical properties:

  • 1. Every request is eventually answered.
  • 2. At most one grant at a time (mutual exclusion).
  • 3. No spurious grants.

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SLIDE 119

Church’s Synthesis Problem

?

i1 . . . in

  • 1

. . .

  • n

Solved by B¨ uchi & Landweber in 1969. Insight: Problem can be expressed as two-player game of infinite duration between the environment (producing inputs) and the circuit (producing outputs).

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SLIDE 120

Back to the Example

Consider the one-client case!

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SLIDE 121

Back to the Example

Consider the one-client case! s i i

  • 21/23
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SLIDE 122

Back to the Example

Consider the one-client case! s i i

  • Input:

Output:

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SLIDE 123

Back to the Example

Consider the one-client case! s i i

  • Input:

Output:

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SLIDE 124

Back to the Example

Consider the one-client case! s i i

  • Input:

Output:

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SLIDE 125

Back to the Example

Consider the one-client case! s i i

  • Input:

Output:

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SLIDE 126

Back to the Example

Consider the one-client case! s i i

  • Input:

Output:

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SLIDE 127

Back to the Example

Consider the one-client case! s i i

  • Input:

Output:

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SLIDE 128

Back to the Example

Consider the one-client case! s i i

  • Input:

Output: 1

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SLIDE 129

Back to the Example

Consider the one-client case! s i i

  • Input:

1 Output: 1

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SLIDE 130

Back to the Example

Consider the one-client case! s i i

  • Input:

1 Output: 1 1

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SLIDE 131

Back to the Example

Consider the one-client case! s i i

  • Input:

1 1 Output: 1 1

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SLIDE 132

Back to the Example

Consider the one-client case! s i i

  • Input:

1 1 Output: 1 1 1

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SLIDE 133

Back to the Example

Consider the one-client case! s i i

  • Input:

1 1 · · · Output: 1 1 1 · · ·

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SLIDE 134

Back to the Example

Consider the one-client case! s i i

  • Winning plays for circuit player have to satisfy
  • 1. if i is visited, then o as well at a later position, and
  • 2. if o is visited, then it has not been visited since the last visit
  • f i.

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SLIDE 135

B¨ uchi-Landweber in a Nutshell

s i i

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SLIDE 136

B¨ uchi-Landweber in a Nutshell

s i i

  • Circuit player has a (memoryless) winning strategy,

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SLIDE 137

B¨ uchi-Landweber in a Nutshell

0/0 1/1 Circuit player has a (memoryless) winning strategy, which can be turned into an automaton with output,

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SLIDE 138

B¨ uchi-Landweber in a Nutshell

0/0 1/1 i1

  • 1

Circuit player has a (memoryless) winning strategy, which can be turned into an automaton with output, which can be turned into a circuit satisfying the specification.

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SLIDE 139

Even More Games

Logics Ehrenfeucht Fraisse Games Set theory Banach Mazur Games Wadge Games Complexity theory Proof theory Automata theory Economics

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