Infinite Games Martin Zimmermann Saarland University October 21st, - - PowerPoint PPT Presentation

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Infinite Games Martin Zimmermann Saarland University October 21st, - - PowerPoint PPT Presentation

Infinite Games Martin Zimmermann Saarland University October 21st, 2014 Research Training Group SCARE, Oldenburg, Germany Martin Zimmermann Saarland University Infinite Games 1/30 Lets Play S T You move at circles and want to reach T


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SLIDE 1

Infinite Games

Martin Zimmermann

Saarland University

October 21st, 2014

Research Training Group SCARE, Oldenburg, Germany

Martin Zimmermann Saarland University Infinite Games 1/30

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SLIDE 2

Let’s Play

S T You move at circles and want to reach T from S.

Martin Zimmermann Saarland University Infinite Games 2/30

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SLIDE 3

Motivation

Model-checking and satisfiability for fixed-point logics, e.g., the modal µ-calculus, CTL, CTL∗. Automata emptiness often expressible in terms of games. Semantics of alternating automata in terms of games. Synthesis of correct-by-construction controllers for reactive systems (non-terminating, interacting with antagonistic environment).

Martin Zimmermann Saarland University Infinite Games 3/30

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SLIDE 4

Motivation

Model-checking and satisfiability for fixed-point logics, e.g., the modal µ-calculus, CTL, CTL∗. Automata emptiness often expressible in terms of games. Semantics of alternating automata in terms of games. Synthesis of correct-by-construction controllers for reactive systems (non-terminating, interacting with antagonistic environment). Earliest appearance: Church’s problem (1957) Given requirement ϕ on input-output behavior of boolean circuits, compute a circuit C that satisfies ϕ (or prove that none exists). Input i0, i1, . . . Output o0, o1, . . . C

Martin Zimmermann Saarland University Infinite Games 3/30

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SLIDE 5

Motivation

Model-checking and satisfiability for fixed-point logics, e.g., the modal µ-calculus, CTL, CTL∗. Automata emptiness often expressible in terms of games. Semantics of alternating automata in terms of games. Synthesis of correct-by-construction controllers for reactive systems (non-terminating, interacting with antagonistic environment). Earliest appearance: Church’s problem (1957) Given requirement ϕ on input-output behavior of boolean circuits, compute a circuit C that satisfies ϕ (or prove that none exists). Game theoretic formulation: Player 0 generates infinite stream of input bits. Player 1 has to answer each input bit by output bit. Player 1 wins, if combination of streams satisfies ϕ.

Martin Zimmermann Saarland University Infinite Games 3/30

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SLIDE 6

Church’s Problem: Example

ϕ is conjunction of following properties:

  • 1. Whenever the input bit is 1, then the output bit is 1, too.
  • 2. If there are infinitely many 0’s in the input stream, then there

are infinitely many 0’s in the output stream.

  • 3. At least one out of every three consecutive output bits is a 1.

Martin Zimmermann Saarland University Infinite Games 4/30

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SLIDE 7

Church’s Problem: Example

ϕ is conjunction of following properties:

  • 1. Whenever the input bit is 1, then the output bit is 1, too.
  • 2. If there are infinitely many 0’s in the input stream, then there

are infinitely many 0’s in the output stream.

  • 3. At least one out of every three consecutive output bits is a 1.

Winning strategy for the

  • utput player:

Answer every 1 by a 1. Answer every 0 by a 0,

Martin Zimmermann Saarland University Infinite Games 4/30

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SLIDE 8

Church’s Problem: Example

ϕ is conjunction of following properties:

  • 1. Whenever the input bit is 1, then the output bit is 1, too.
  • 2. If there are infinitely many 0’s in the input stream, then there

are infinitely many 0’s in the output stream.

  • 3. At least one out of every three consecutive output bits is a 1.

Winning strategy for the

  • utput player:

Answer every 1 by a 1. Answer every 0 by a 0, unless it would be the third 0 in a row. Then, answer by a 1.

Martin Zimmermann Saarland University Infinite Games 4/30

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SLIDE 9

Church’s Problem: Example

ϕ is conjunction of following properties:

  • 1. Whenever the input bit is 1, then the output bit is 1, too.
  • 2. If there are infinitely many 0’s in the input stream, then there

are infinitely many 0’s in the output stream.

  • 3. At least one out of every three consecutive output bits is a 1.

Winning strategy for the

  • utput player:

Answer every 1 by a 1. Answer every 0 by a 0, unless it would be the third 0 in a row. Then, answer by a 1.

s0 s1 s2 1/1 0/0 1/1 0/0 1/1 0/1

Martin Zimmermann Saarland University Infinite Games 4/30

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SLIDE 10

Outline

  • 1. Definitions
  • 2. Reachability Games
  • 3. Parity Games
  • 4. Muller Games
  • 5. Outlook

Martin Zimmermann Saarland University Infinite Games 5/30

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SLIDE 11

Arenas and Games

An arena A = (V , V0, V1, E) consists of a finite set V of vertices, a set V0 ⊆ V of vertices owned by Player 0 (circles), the set V1 = V \ V0 of vertices owned by Player 1 (squares), a directed edge-relation E ⊆ V × V .

v4 v1 v3 v5 v7 v0 v2 v6 v8

Martin Zimmermann Saarland University Infinite Games 6/30

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SLIDE 12

Arenas and Games

An arena A = (V , V0, V1, E) consists of a finite set V of vertices, a set V0 ⊆ V of vertices owned by Player 0 (circles), the set V1 = V \ V0 of vertices owned by Player 1 (squares), a directed edge-relation E ⊆ V × V .

v4 v1 v3 v5 v7 v0 v2 v6 v8

A play is an infinite path through A.

Martin Zimmermann Saarland University Infinite Games 6/30

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SLIDE 13

Strategies

A strategy for Player i in A is a mapping σ: V ∗Vi → V satisfying (vn, σ(v0 · · · vn)) ∈ E (only legal moves).

Martin Zimmermann Saarland University Infinite Games 7/30

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SLIDE 14

Strategies

A strategy for Player i in A is a mapping σ: V ∗Vi → V satisfying (vn, σ(v0 · · · vn)) ∈ E (only legal moves). A play v0v1v2 · · · is consistent with σ, if vn+1 = σ(v0 · · · vn) for every n with vn ∈ Vi.

Martin Zimmermann Saarland University Infinite Games 7/30

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SLIDE 15

Strategies

A strategy for Player i in A is a mapping σ: V ∗Vi → V satisfying (vn, σ(v0 · · · vn)) ∈ E (only legal moves). A play v0v1v2 · · · is consistent with σ, if vn+1 = σ(v0 · · · vn) for every n with vn ∈ Vi. Note: if we fix an initial vertex and strategies σ and τ for Player 0 and Player 1, then there is a unique play that starts in v and is consistent with σ and τ.

Martin Zimmermann Saarland University Infinite Games 7/30

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SLIDE 16

Strategies

A strategy for Player i in A is a mapping σ: V ∗Vi → V satisfying (vn, σ(v0 · · · vn)) ∈ E (only legal moves). A play v0v1v2 · · · is consistent with σ, if vn+1 = σ(v0 · · · vn) for every n with vn ∈ Vi. Note: if we fix an initial vertex and strategies σ and τ for Player 0 and Player 1, then there is a unique play that starts in v and is consistent with σ and τ. Special types of strategies: Positional strategies: σ(v0 · · · vn) = σ(vn) for all v0 · · · vn: move only depends on position the token is at at the moment.

Martin Zimmermann Saarland University Infinite Games 7/30

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SLIDE 17

Strategies

A strategy for Player i in A is a mapping σ: V ∗Vi → V satisfying (vn, σ(v0 · · · vn)) ∈ E (only legal moves). A play v0v1v2 · · · is consistent with σ, if vn+1 = σ(v0 · · · vn) for every n with vn ∈ Vi. Note: if we fix an initial vertex and strategies σ and τ for Player 0 and Player 1, then there is a unique play that starts in v and is consistent with σ and τ. Special types of strategies: Positional strategies: σ(v0 · · · vn) = σ(vn) for all v0 · · · vn: move only depends on position the token is at at the moment. Finite-state strategies: implemented by DFA with output reading play prefix v0 · · · vn and outputting σ(v0 · · · vn).

Martin Zimmermann Saarland University Infinite Games 7/30

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SLIDE 18

Winning

A game G = (A, Win) consists of an arena A and a set Win ⊆ V ω of winning plays for Player 0. Set of winning plays for Player 1: V ω \ Win.

Martin Zimmermann Saarland University Infinite Games 8/30

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SLIDE 19

Winning

A game G = (A, Win) consists of an arena A and a set Win ⊆ V ω of winning plays for Player 0. Set of winning plays for Player 1: V ω \ Win. Strategy σ for Player i is winning strategy from v, if every play that starts in v and is consistent with σ is winning for him.

Martin Zimmermann Saarland University Infinite Games 8/30

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SLIDE 20

Winning

A game G = (A, Win) consists of an arena A and a set Win ⊆ V ω of winning plays for Player 0. Set of winning plays for Player 1: V ω \ Win. Strategy σ for Player i is winning strategy from v, if every play that starts in v and is consistent with σ is winning for him.

v4 v1 v3 v5 v7 v0 v2 v6 v8

Win = { ρ ∈ V ω | ρ does not visit all vertices }

Martin Zimmermann Saarland University Infinite Games 8/30

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SLIDE 21

Winning

A game G = (A, Win) consists of an arena A and a set Win ⊆ V ω of winning plays for Player 0. Set of winning plays for Player 1: V ω \ Win. Strategy σ for Player i is winning strategy from v, if every play that starts in v and is consistent with σ is winning for him.

v4 v1 v3 v5 v7 v0 v2 v6 v8

Win = { ρ ∈ V ω | ρ does not visit all vertices } Player 0 wins from every vertex

Martin Zimmermann Saarland University Infinite Games 8/30

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SLIDE 22

Winning

A game G = (A, Win) consists of an arena A and a set Win ⊆ V ω of winning plays for Player 0. Set of winning plays for Player 1: V ω \ Win. Strategy σ for Player i is winning strategy from v, if every play that starts in v and is consistent with σ is winning for him.

v4 v1 v3 v5 v7 v0 v2 v6 v8

Win = { ρ ∈ V ω | ρ does not visit all vertices } Player 0 wins from every vertex with positional strategies.

Martin Zimmermann Saarland University Infinite Games 8/30

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SLIDE 23

Winning

A game G = (A, Win) consists of an arena A and a set Win ⊆ V ω of winning plays for Player 0. Set of winning plays for Player 1: V ω \ Win. Strategy σ for Player i is winning strategy from v, if every play that starts in v and is consistent with σ is winning for him. Winning region Wi(G): set of vertices from which Player i has a winning strategy. Always: W0(G) ∩ W1(G) = ∅. G determined, if W0(G) ∪ W1(G) = V . Solving a game: determine the winning regions and winning strategies.

Martin Zimmermann Saarland University Infinite Games 8/30

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SLIDE 24

Three Types of Winning Conditions

Win is an (possibly) infinite set of infinite words, and therefore unsuitable as input to an algorithm ⇒ need finite representation.

Martin Zimmermann Saarland University Infinite Games 9/30

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SLIDE 25

Three Types of Winning Conditions

Win is an (possibly) infinite set of infinite words, and therefore unsuitable as input to an algorithm ⇒ need finite representation. Reachability games: for R ⊆ V define reach(R) = { ρ ∈ V ω | ρ visits R at least once }

Martin Zimmermann Saarland University Infinite Games 9/30

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SLIDE 26

Three Types of Winning Conditions

Win is an (possibly) infinite set of infinite words, and therefore unsuitable as input to an algorithm ⇒ need finite representation. Reachability games: for R ⊆ V define reach(R) = { ρ ∈ V ω | ρ visits R at least once } Parity games: for Ω: V → N define parity(Ω) = { ρ ∈ V ω | minimal priority seen infinitely often during ρ is even }

Martin Zimmermann Saarland University Infinite Games 9/30

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SLIDE 27

Three Types of Winning Conditions

Win is an (possibly) infinite set of infinite words, and therefore unsuitable as input to an algorithm ⇒ need finite representation. Reachability games: for R ⊆ V define reach(R) = { ρ ∈ V ω | ρ visits R at least once } Parity games: for Ω: V → N define parity(Ω) = { ρ ∈ V ω | minimal priority seen infinitely often during ρ is even } Muller games: for F ⊆ 2V define muller(F) = { ρ ∈ V ω | set of vertices seen infinitely often during ρ is in F }

Martin Zimmermann Saarland University Infinite Games 9/30

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SLIDE 28

Three Types of Winning Conditions

Win is an (possibly) infinite set of infinite words, and therefore unsuitable as input to an algorithm ⇒ need finite representation. Reachability games: for R ⊆ V define reach(R) = { ρ ∈ V ω | ρ visits R at least once } Parity games: for Ω: V → N define parity(Ω) = { ρ ∈ V ω | minimal priority seen infinitely often during ρ is even } Muller games: for F ⊆ 2V define muller(F) = { ρ ∈ V ω | set of vertices seen infinitely often during ρ is in F } There are many other winning conditions.

Martin Zimmermann Saarland University Infinite Games 9/30

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SLIDE 29

What Are We Interested in?

Given a type of winning condition (e.g., reachability, parity, Muller),.. .. are games with this condition always determined? .. what kind of strategy do the players need (e.g., positional, finite-state)? .. if finite-state strategies are necessary, how large do they have to be? How hard is it to solve the game?

Martin Zimmermann Saarland University Infinite Games 10/30

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SLIDE 30

Outline

  • 1. Definitions
  • 2. Reachability Games
  • 3. Parity Games
  • 4. Muller Games
  • 5. Outlook

Martin Zimmermann Saarland University Infinite Games 11/30

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SLIDE 31

Reachability Games

Reachability games: for R ⊆ V define reach(R) = { ρ ∈ V ω | ρ visits R at least once }

v4 v1 v3 v5 v7 v0 v2 v6 v8

Martin Zimmermann Saarland University Infinite Games 12/30

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SLIDE 32

Reachability Games

Reachability games: for R ⊆ V define reach(R) = { ρ ∈ V ω | ρ visits R at least once }

v4 v1 v3 v5 v7 v0 v2 v6 v8

Martin Zimmermann Saarland University Infinite Games 12/30

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SLIDE 33

Reachability Games

Reachability games: for R ⊆ V define reach(R) = { ρ ∈ V ω | ρ visits R at least once }

v4 v1 v3 v5 v7 v0 v2 v6 v8

Martin Zimmermann Saarland University Infinite Games 12/30

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SLIDE 34

Reachability Games

Reachability games: for R ⊆ V define reach(R) = { ρ ∈ V ω | ρ visits R at least once }

v4 v1 v3 v5 v7 v0 v2 v6 v8

Martin Zimmermann Saarland University Infinite Games 12/30

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SLIDE 35

Reachability Games

Reachability games: for R ⊆ V define reach(R) = { ρ ∈ V ω | ρ visits R at least once }

v4 v1 v3 v5 v7 v0 v2 v6 v8

Martin Zimmermann Saarland University Infinite Games 12/30

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SLIDE 36

Attractor Construction

AttrA

i (R) = n∈N An where A0 = R and

Aj+1 = Aj∪{v ∈ Vi | ∃(v, v′) ∈ E s.t. v′ ∈ Aj} ∪{v ∈ V1−i | ∀(v, v′) ∈ E we have v′ ∈ Aj}

Martin Zimmermann Saarland University Infinite Games 13/30

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SLIDE 37

Attractor Construction

AttrA

i (R) = n∈N An where A0 = R and

Aj+1 = Aj∪{v ∈ Vi | ∃(v, v′) ∈ E s.t. v′ ∈ Aj} ∪{v ∈ V1−i | ∀(v, v′) ∈ E we have v′ ∈ Aj}

Theorem

Reachability games are determined with positional strategies.

Martin Zimmermann Saarland University Infinite Games 13/30

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SLIDE 38

Attractor Construction

AttrA

i (R) = n∈N An where A0 = R and

Aj+1 = Aj∪{v ∈ Vi | ∃(v, v′) ∈ E s.t. v′ ∈ Aj} ∪{v ∈ V1−i | ∀(v, v′) ∈ E we have v′ ∈ Aj}

Theorem

Reachability games are determined with positional strategies.

Proof.

R

Martin Zimmermann Saarland University Infinite Games 13/30

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SLIDE 39

Attractor Construction

AttrA

i (R) = n∈N An where A0 = R and

Aj+1 = Aj∪{v ∈ Vi | ∃(v, v′) ∈ E s.t. v′ ∈ Aj} ∪{v ∈ V1−i | ∀(v, v′) ∈ E we have v′ ∈ Aj}

Theorem

Reachability games are determined with positional strategies.

Proof.

R A1

Martin Zimmermann Saarland University Infinite Games 13/30

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SLIDE 40

Attractor Construction

AttrA

i (R) = n∈N An where A0 = R and

Aj+1 = Aj∪{v ∈ Vi | ∃(v, v′) ∈ E s.t. v′ ∈ Aj} ∪{v ∈ V1−i | ∀(v, v′) ∈ E we have v′ ∈ Aj}

Theorem

Reachability games are determined with positional strategies.

Proof.

R A1 A2

Martin Zimmermann Saarland University Infinite Games 13/30

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SLIDE 41

Attractor Construction

AttrA

i (R) = n∈N An where A0 = R and

Aj+1 = Aj∪{v ∈ Vi | ∃(v, v′) ∈ E s.t. v′ ∈ Aj} ∪{v ∈ V1−i | ∀(v, v′) ∈ E we have v′ ∈ Aj}

Theorem

Reachability games are determined with positional strategies.

Proof.

R A1 A2 · · · An = An+1

Martin Zimmermann Saarland University Infinite Games 13/30

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SLIDE 42

Attractor Construction

AttrA

i (R) = n∈N An where A0 = R and

Aj+1 = Aj∪{v ∈ Vi | ∃(v, v′) ∈ E s.t. v′ ∈ Aj} ∪{v ∈ V1−i | ∀(v, v′) ∈ E we have v′ ∈ Aj}

Theorem

Reachability games are determined with positional strategies.

Proof.

R

Martin Zimmermann Saarland University Infinite Games 13/30

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SLIDE 43

Attractor Construction

AttrA

i (R) = n∈N An where A0 = R and

Aj+1 = Aj∪{v ∈ Vi | ∃(v, v′) ∈ E s.t. v′ ∈ Aj} ∪{v ∈ V1−i | ∀(v, v′) ∈ E we have v′ ∈ Aj}

Theorem

Reachability games are determined with positional strategies.

Proof.

R

Martin Zimmermann Saarland University Infinite Games 13/30

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SLIDE 44

Attractor Construction

AttrA

i (R) = n∈N An where A0 = R and

Aj+1 = Aj∪{v ∈ Vi | ∃(v, v′) ∈ E s.t. v′ ∈ Aj} ∪{v ∈ V1−i | ∀(v, v′) ∈ E we have v′ ∈ Aj}

Theorem

Reachability games are determined with positional strategies.

Proof.

R Remark: Attractors can be computed in linear time in |E|.

Martin Zimmermann Saarland University Infinite Games 13/30

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SLIDE 45

Outline

  • 1. Definitions
  • 2. Reachability Games
  • 3. Parity Games
  • 4. Muller Games
  • 5. Outlook

Martin Zimmermann Saarland University Infinite Games 14/30

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SLIDE 46

Parity Games

Parity games: for Ω: V → N define parity(Ω) = { ρ ∈ V ω | minimal priority seen infinitely

  • ften during ρ is even }

3 1 1 3 4 2 2

Martin Zimmermann Saarland University Infinite Games 15/30

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SLIDE 47

Parity Games

Parity games: for Ω: V → N define parity(Ω) = { ρ ∈ V ω | minimal priority seen infinitely

  • ften during ρ is even }

3 1 1 3 4 2 2 3 1 1 3 4 2 2

Martin Zimmermann Saarland University Infinite Games 15/30

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SLIDE 48

Parity Games

Applications: Normal form for ω-regular languages: deterministic parity automata. Model-checking game of the modal µ-calculus. Emptiness of parity tree automata equivalent to parity games. Semantics of alternating automata on infinite objects.

Martin Zimmermann Saarland University Infinite Games 16/30

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SLIDE 49

Parity Games

Applications: Normal form for ω-regular languages: deterministic parity automata. Model-checking game of the modal µ-calculus. Emptiness of parity tree automata equivalent to parity games. Semantics of alternating automata on infinite objects.

Theorem

Parity games are determined with positional strategies.

Martin Zimmermann Saarland University Infinite Games 16/30

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SLIDE 50

Parity Games

Applications: Normal form for ω-regular languages: deterministic parity automata. Model-checking game of the modal µ-calculus. Emptiness of parity tree automata equivalent to parity games. Semantics of alternating automata on infinite objects.

Theorem

Parity games are determined with positional strategies. Proof Sketch: By induction over the number n of vertices.

Martin Zimmermann Saarland University Infinite Games 16/30

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SLIDE 51

Parity Games

Applications: Normal form for ω-regular languages: deterministic parity automata. Model-checking game of the modal µ-calculus. Emptiness of parity tree automata equivalent to parity games. Semantics of alternating automata on infinite objects.

Theorem

Parity games are determined with positional strategies. Proof Sketch: By induction over the number n of vertices. n = 1 trivial: c

  • r

c

Martin Zimmermann Saarland University Infinite Games 16/30

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SLIDE 52

Parity Games

Applications: Normal form for ω-regular languages: deterministic parity automata. Model-checking game of the modal µ-calculus. Emptiness of parity tree automata equivalent to parity games. Semantics of alternating automata on infinite objects.

Theorem

Parity games are determined with positional strategies. Proof Sketch: By induction over the number n of vertices. n = 1 trivial: c

  • r

c Player i wins iff Par(c) = i

Martin Zimmermann Saarland University Infinite Games 16/30

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SLIDE 53

Proof Sketch

Now n > 1 and min Ω(V ) = 0. Ω−1(0) Attr0(Ω−1(0))

Martin Zimmermann Saarland University Infinite Games 17/30

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SLIDE 54

Proof Sketch

Martin Zimmermann Saarland University Infinite Games 17/30

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SLIDE 55

Proof Sketch

Induction hypothesis applicable..

Martin Zimmermann Saarland University Infinite Games 17/30

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SLIDE 56

Proof Sketch

.. yields winning regions W ′

i and positional strategies σ′, τ ′.

W ′ W ′

1

Martin Zimmermann Saarland University Infinite Games 17/30

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SLIDE 57

Proof Sketch

W ′

1 empty:

W ′

Martin Zimmermann Saarland University Infinite Games 17/30

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SLIDE 58

Proof Sketch

W ′

1 empty: Player 0 wins from everywhere.

Winning strategy: combine σ′ and attractor strategy, play arbitrarily at Ω−1(0). Ω−1(0) Attr0(Ω−1(0)) W ′

Martin Zimmermann Saarland University Infinite Games 17/30

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SLIDE 59

Proof Sketch

W ′

1 non-empty:

Ω−1(0) Attr0(Ω−1(0)) W ′ W ′

1

Martin Zimmermann Saarland University Infinite Games 17/30

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SLIDE 60

Proof Sketch

W ′

1 non-empty:

W ′

1

Attr1(W ′

1)

Martin Zimmermann Saarland University Infinite Games 17/30

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SLIDE 61

Proof Sketch

W ′

1 non-empty:

Martin Zimmermann Saarland University Infinite Games 17/30

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SLIDE 62

Proof Sketch

W ′

1 non-empty: Induction hypothesis applicable..

Martin Zimmermann Saarland University Infinite Games 17/30

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SLIDE 63

Proof Sketch

W ′

1 non-empty:.. yields winning regions W ′′ i

and positional strategies σ′′, τ ′′. W ′′ W ′′

1

Martin Zimmermann Saarland University Infinite Games 17/30

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SLIDE 64

Proof Sketch

W ′

1 non-empty:.. yields winning regions W ′′ i

and positional strategies σ′′, τ ′′. W ′

1

Attr1(W ′

1)

W ′′ W ′′

1

Martin Zimmermann Saarland University Infinite Games 17/30

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SLIDE 65

Proof Sketch

W ′

1 non-empty: Player 0 wins from W ′′ 0 with σ′′.

W ′

1

Attr1(W ′

1)

W ′′ W ′′

1

Martin Zimmermann Saarland University Infinite Games 17/30

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SLIDE 66

Proof Sketch

W ′

1 non-empty: Player 1 wins from W ′′ 1 ∪ Attr1(W ′ 1).

Winning strategy: combine τ ′, τ ′′, and attractor strategy. W ′

1

Attr1(W ′

1)

W ′′ W ′′

1

Martin Zimmermann Saarland University Infinite Games 17/30

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SLIDE 67

Algorithms for Parity Games

Determinacy proof yields recursive algorithm with exponential running time. Best deterministic algorithms: O(m · n

c 3 ). Martin Zimmermann Saarland University Infinite Games 18/30

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SLIDE 68

Algorithms for Parity Games

Determinacy proof yields recursive algorithm with exponential running time. Best deterministic algorithms: O(m · n

c 3 ).

Intriguing complexity-theoretic status: in NP ∩ Co-NP (even in UP ∩ Co-UP and thus unlikely to be complete for NP or Co-NP).

Martin Zimmermann Saarland University Infinite Games 18/30

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SLIDE 69

Algorithms for Parity Games

Determinacy proof yields recursive algorithm with exponential running time. Best deterministic algorithms: O(m · n

c 3 ).

Intriguing complexity-theoretic status: in NP ∩ Co-NP (even in UP ∩ Co-UP and thus unlikely to be complete for NP or Co-NP). Open problem: is solving parity games in polynomial time?

Martin Zimmermann Saarland University Infinite Games 18/30

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SLIDE 70

Outline

  • 1. Definitions
  • 2. Reachability Games
  • 3. Parity Games
  • 4. Muller Games
  • 5. Outlook

Martin Zimmermann Saarland University Infinite Games 19/30

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SLIDE 71

Muller Games

Muller games: for F ⊆ 2V define muller(F) = { ρ ∈ V ω | set of vertices seen infinitely often during ρ is in F }

Martin Zimmermann Saarland University Infinite Games 20/30

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SLIDE 72

Muller Games

Muller games: for F ⊆ 2V define muller(F) = { ρ ∈ V ω | set of vertices seen infinitely often during ρ is in F }

A B C D 1 2 3 4

F ∈ F iff |F ∩ {A, B, C, D}| = max(F ∩ {1, 2, 3, 4})

Martin Zimmermann Saarland University Infinite Games 20/30

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SLIDE 73

Muller Games

Muller games: for F ⊆ 2V define muller(F) = { ρ ∈ V ω | set of vertices seen infinitely often during ρ is in F }

A B C D 1 2 3 4 in general: DJWn here: DJW4

F ∈ F iff |F ∩ {A, B, C, D}| = max(F ∩ {1, 2, 3, 4})

Martin Zimmermann Saarland University Infinite Games 20/30

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SLIDE 74

Latest Appearance Records

Need to estimate set of vertices in {A, B, C, D} visited infinitely

  • ften during the play:

Track order of last appearance of vertices in {A, B, C, D}

Martin Zimmermann Saarland University Infinite Games 21/30

slide-75
SLIDE 75

Latest Appearance Records

Need to estimate set of vertices in {A, B, C, D} visited infinitely

  • ften during the play:

Track order of last appearance of vertices in {A, B, C, D} C

A B C D #

Martin Zimmermann Saarland University Infinite Games 21/30

slide-76
SLIDE 76

Latest Appearance Records

Need to estimate set of vertices in {A, B, C, D} visited infinitely

  • ften during the play:

Track order of last appearance of vertices in {A, B, C, D} C

A B C D #

4

Martin Zimmermann Saarland University Infinite Games 21/30

slide-77
SLIDE 77

Latest Appearance Records

Need to estimate set of vertices in {A, B, C, D} visited infinitely

  • ften during the play:

Track order of last appearance of vertices in {A, B, C, D} C

A B C D #

4 B

B A # C D

Martin Zimmermann Saarland University Infinite Games 21/30

slide-78
SLIDE 78

Latest Appearance Records

Need to estimate set of vertices in {A, B, C, D} visited infinitely

  • ften during the play:

Track order of last appearance of vertices in {A, B, C, D} C

A B C D #

4 B

B A # C D

2

Martin Zimmermann Saarland University Infinite Games 21/30

slide-79
SLIDE 79

Latest Appearance Records

Need to estimate set of vertices in {A, B, C, D} visited infinitely

  • ften during the play:

Track order of last appearance of vertices in {A, B, C, D} C

A B C D #

4 B

B A # C D

2 D

D B A C #

Martin Zimmermann Saarland University Infinite Games 21/30

slide-80
SLIDE 80

Latest Appearance Records

Need to estimate set of vertices in {A, B, C, D} visited infinitely

  • ften during the play:

Track order of last appearance of vertices in {A, B, C, D} C

A B C D #

4 B

B A # C D

2 D

D B A C #

4

Martin Zimmermann Saarland University Infinite Games 21/30

slide-81
SLIDE 81

Latest Appearance Records

Need to estimate set of vertices in {A, B, C, D} visited infinitely

  • ften during the play:

Track order of last appearance of vertices in {A, B, C, D} C

A B C D #

4 B

B A # C D

2 D

D B A C #

4 A

A D B # C

Martin Zimmermann Saarland University Infinite Games 21/30

slide-82
SLIDE 82

Latest Appearance Records

Need to estimate set of vertices in {A, B, C, D} visited infinitely

  • ften during the play:

Track order of last appearance of vertices in {A, B, C, D} C

A B C D #

4 B

B A # C D

2 D

D B A C #

4 A

A D B # C

3

Martin Zimmermann Saarland University Infinite Games 21/30

slide-83
SLIDE 83

Latest Appearance Records

Need to estimate set of vertices in {A, B, C, D} visited infinitely

  • ften during the play:

Track order of last appearance of vertices in {A, B, C, D} C

A B C D #

4 B

B A # C D

2 D

D B A C #

4 A

A D B # C

3 C

C A D B #

Martin Zimmermann Saarland University Infinite Games 21/30

slide-84
SLIDE 84

Latest Appearance Records

Need to estimate set of vertices in {A, B, C, D} visited infinitely

  • ften during the play:

Track order of last appearance of vertices in {A, B, C, D} C

A B C D #

4 B

B A # C D

2 D

D B A C #

4 A

A D B # C

3 C

C A D B #

4

Martin Zimmermann Saarland University Infinite Games 21/30

slide-85
SLIDE 85

Latest Appearance Records

Need to estimate set of vertices in {A, B, C, D} visited infinitely

  • ften during the play:

Track order of last appearance of vertices in {A, B, C, D} C

A B C D #

4 B

B A # C D

2 D

D B A C #

4 A

A D B # C

3 C

C A D B #

4 C

C # A D B

Martin Zimmermann Saarland University Infinite Games 21/30

slide-86
SLIDE 86

Latest Appearance Records

Need to estimate set of vertices in {A, B, C, D} visited infinitely

  • ften during the play:

Track order of last appearance of vertices in {A, B, C, D} C

A B C D #

4 B

B A # C D

2 D

D B A C #

4 A

A D B # C

3 C

C A D B #

4 C

C # A D B

1

Martin Zimmermann Saarland University Infinite Games 21/30

slide-87
SLIDE 87

Latest Appearance Records

Need to estimate set of vertices in {A, B, C, D} visited infinitely

  • ften during the play:

Track order of last appearance of vertices in {A, B, C, D} C

A B C D #

4 B

B A # C D

2 D

D B A C #

4 A

A D B # C

3 C

C A D B #

4 C

C # A D B

1 A

A C # D B

Martin Zimmermann Saarland University Infinite Games 21/30

slide-88
SLIDE 88

Latest Appearance Records

Need to estimate set of vertices in {A, B, C, D} visited infinitely

  • ften during the play:

Track order of last appearance of vertices in {A, B, C, D} C

A B C D #

4 B

B A # C D

2 D

D B A C #

4 A

A D B # C

3 C

C A D B #

4 C

C # A D B

1 A

A C # D B

2

Martin Zimmermann Saarland University Infinite Games 21/30

slide-89
SLIDE 89

Latest Appearance Records

Need to estimate set of vertices in {A, B, C, D} visited infinitely

  • ften during the play:

Track order of last appearance of vertices in {A, B, C, D} C

A B C D #

4 B

B A # C D

2 D

D B A C #

4 A

A D B # C

3 C

C A D B #

4 C

C # A D B

1 A

A C # D B

2 C

C A # D B

Martin Zimmermann Saarland University Infinite Games 21/30

slide-90
SLIDE 90

Latest Appearance Records

Need to estimate set of vertices in {A, B, C, D} visited infinitely

  • ften during the play:

Track order of last appearance of vertices in {A, B, C, D} C

A B C D #

4 B

B A # C D

2 D

D B A C #

4 A

A D B # C

3 C

C A D B #

4 C

C # A D B

1 A

A C # D B

2 C

C A # D B

2

Martin Zimmermann Saarland University Infinite Games 21/30

slide-91
SLIDE 91

Latest Appearance Records

Need to estimate set of vertices in {A, B, C, D} visited infinitely

  • ften during the play:

Track order of last appearance of vertices in {A, B, C, D} C

A B C D #

4 B

B A # C D

2 D

D B A C #

4 A

A D B # C

3 C

C A D B #

4 C

C # A D B

1 A

A C # D B

2 C

C A # D B

2 A

A C # D B

Martin Zimmermann Saarland University Infinite Games 21/30

slide-92
SLIDE 92

Latest Appearance Records

Need to estimate set of vertices in {A, B, C, D} visited infinitely

  • ften during the play:

Track order of last appearance of vertices in {A, B, C, D} C

A B C D #

4 B

B A # C D

2 D

D B A C #

4 A

A D B # C

3 C

C A D B #

4 C

C # A D B

1 A

A C # D B

2 C

C A # D B

2 A

A C # D B

2

Martin Zimmermann Saarland University Infinite Games 21/30

slide-93
SLIDE 93

Latest Appearance Records

Need to estimate set of vertices in {A, B, C, D} visited infinitely

  • ften during the play:

Track order of last appearance of vertices in {A, B, C, D} C

A B C D #

4 B

B A # C D

2 D

D B A C #

4 A

A D B # C

3 C

C A D B #

4 C

C # A D B

1 A

A C # D B

2 C

C A # D B

2 A

A C # D B

2 From some point onwards only vertices that are visited infinitely often are in front of #, and infinitely often exactly the set of vertices that are visited infinitely often is in front of #.

Martin Zimmermann Saarland University Infinite Games 21/30

slide-94
SLIDE 94

Muller Games

Bookkeeping works in general (use permutations over V ). Product of arena and LAR-structure can be turned into equivalent parity game from which finite-state strategies can be derived (“Muller games are reducible to parity games”).

Martin Zimmermann Saarland University Infinite Games 22/30

slide-95
SLIDE 95

Muller Games

Bookkeeping works in general (use permutations over V ). Product of arena and LAR-structure can be turned into equivalent parity game from which finite-state strategies can be derived (“Muller games are reducible to parity games”).

Theorem

Muller games are determined with finite-state strategies of size n · n!.

Martin Zimmermann Saarland University Infinite Games 22/30

slide-96
SLIDE 96

Muller Games

Bookkeeping works in general (use permutations over V ). Product of arena and LAR-structure can be turned into equivalent parity game from which finite-state strategies can be derived (“Muller games are reducible to parity games”).

Theorem

Muller games are determined with finite-state strategies of size n · n!. Matching lower bounds via DJWn games. Complexity depends on encoding of F: P, if F is given as list of sets. NP ∩ Co-NP, if F is encoded by a tree. Pspace-complete, if F is encoded by circuit or boolean formula (with variables V ).

Martin Zimmermann Saarland University Infinite Games 22/30

slide-97
SLIDE 97

Outline

  • 1. Definitions
  • 2. Reachability Games
  • 3. Parity Games
  • 4. Muller Games
  • 5. Outlook

Martin Zimmermann Saarland University Infinite Games 23/30

slide-98
SLIDE 98

Concurrent Games

Both players choose their moves simultaneously Matching pennies:

(heads, heads) (tails, tails) (heads, tails) (tails, heads) (*,*)

Martin Zimmermann Saarland University Infinite Games 24/30

slide-99
SLIDE 99

Concurrent Games

Both players choose their moves simultaneously Matching pennies: randomized strategy winning with probability 1.

(heads, heads) (tails, tails) (heads, tails) (tails, heads) (*,*)

Martin Zimmermann Saarland University Infinite Games 24/30

slide-100
SLIDE 100

Concurrent Games

Both players choose their moves simultaneously Matching pennies: randomized strategy winning with probability 1.

(heads, heads) (tails, tails) (heads, tails) (tails, heads) (*,*)

The “Snowball Game”:

(run, wait) (hide, throw) (hide, wait) (run, throw) (*,*) (*,*)

Martin Zimmermann Saarland University Infinite Games 24/30

slide-101
SLIDE 101

Concurrent Games

Both players choose their moves simultaneously Matching pennies: randomized strategy winning with probability 1.

(heads, heads) (tails, tails) (heads, tails) (tails, heads) (*,*)

The “Snowball Game”: for every ε, randomized strategy winning with probability 1 − ε.

(run, wait) (hide, throw) (hide, wait) (run, throw) (*,*) (*,*)

Martin Zimmermann Saarland University Infinite Games 24/30

slide-102
SLIDE 102

Games of Imperfect Information

Players do not observe sequence of states, but sequence of non-unique observations (yellow, purple, blue, brown). Player 0 picks action (a or b), Player 1 resolves non-determinism.

v0 v1 v2 v3 v4 v5 a,b a,b a b b a a,b a,b a,b

Martin Zimmermann Saarland University Infinite Games 25/30

slide-103
SLIDE 103

Games of Imperfect Information

Players do not observe sequence of states, but sequence of non-unique observations (yellow, purple, blue, brown). Player 0 picks action (a or b), Player 1 resolves non-determinism.

v0 v1 v2 v3 v4 v5 a,b a,b a b b a a,b a,b a,b

No winning strategy for Player 0: every fixed choice of actions to pick at ( )∗( ) can be countered by going to v1 or v2.

Martin Zimmermann Saarland University Infinite Games 25/30

slide-104
SLIDE 104

(Simple) Stochastic Games

Enter a new player ( ), it flips a coin to pick a successor.

0 wins 1 wins

Martin Zimmermann Saarland University Infinite Games 26/30

slide-105
SLIDE 105

(Simple) Stochastic Games

Enter a new player ( ), it flips a coin to pick a successor.

0 wins 1 wins

No (sure) winning strategy... ...but one with probability 1.

Martin Zimmermann Saarland University Infinite Games 26/30

slide-106
SLIDE 106

(Simple) Stochastic Games

Enter a new player ( ), it flips a coin to pick a successor.

0 wins 1 wins

No (sure) winning strategy... ...but one with probability 1. More formally: Value of the game max

σ

min

τ

pσ,τ where pσ,τ is the probability that Player 0 wins when using strategy σ and Player 1 uses strategy τ.

Martin Zimmermann Saarland University Infinite Games 26/30

slide-107
SLIDE 107

Pushdown Games

Use configuration graphs of pushdown machines as arena (in general infinite).

1 1 1 1 1 1 A⊥ AA⊥ AAA⊥ AAAA⊥ AAAAA⊥ ⊥ ... ... qin q1 q2

Martin Zimmermann Saarland University Infinite Games 27/30

slide-108
SLIDE 108

Pushdown Games

Use configuration graphs of pushdown machines as arena (in general infinite).

1 1 1 1 1 1 A⊥ AA⊥ AAA⊥ AAAA⊥ AAAAA⊥ ⊥ ... ... qin q1 q2

Positional determinacy still holds, but positional strategies are infinite objects! Solution: winning strategies implemented by pushdown machines with output.

Martin Zimmermann Saarland University Infinite Games 27/30

slide-109
SLIDE 109

Quantitative Winning Conditions

Parity game: Player 0 wins from everywhere, but it takes arbitrarily long two “answer” 1 by 0.

1 2

Martin Zimmermann Saarland University Infinite Games 28/30

slide-110
SLIDE 110

Quantitative Winning Conditions

Parity game: Player 0 wins from everywhere, but it takes arbitrarily long two “answer” 1 by 0.

1 2 1

Add edge-costs: Player 0 wins if there is a bound b and a position n such that every odd color after n is followed by a smaller even color with cost ≤ b in between

Martin Zimmermann Saarland University Infinite Games 28/30

slide-111
SLIDE 111

Quantitative Winning Conditions

Parity game: Player 0 wins from everywhere, but it takes arbitrarily long two “answer” 1 by 0.

1 2 1

Add edge-costs: Player 0 wins if there is a bound b and a position n such that every odd color after n is followed by a smaller even color with cost ≤ b in between Player 1 wins example from everywhere (stay at 2 longer and longer).

Martin Zimmermann Saarland University Infinite Games 28/30

slide-112
SLIDE 112

Many other variants

Many more winning conditions.

Martin Zimmermann Saarland University Infinite Games 29/30

slide-113
SLIDE 113

Many other variants

Many more winning conditions. Games on infinite arenas beyond pushdown graphs.

Martin Zimmermann Saarland University Infinite Games 29/30

slide-114
SLIDE 114

Many other variants

Many more winning conditions. Games on infinite arenas beyond pushdown graphs. Games on timed automata: uncountable arenas.

Martin Zimmermann Saarland University Infinite Games 29/30

slide-115
SLIDE 115

Many other variants

Many more winning conditions. Games on infinite arenas beyond pushdown graphs. Games on timed automata: uncountable arenas. Play even longer: games of ordinal length.

Martin Zimmermann Saarland University Infinite Games 29/30

slide-116
SLIDE 116

Many other variants

Many more winning conditions. Games on infinite arenas beyond pushdown graphs. Games on timed automata: uncountable arenas. Play even longer: games of ordinal length. Games with delay: Player 0 is allowed to skip some moves to

  • btain lookahead on Player 1’s moves. Basic question: what

kind of lookahead is necessary to win.

Martin Zimmermann Saarland University Infinite Games 29/30

slide-117
SLIDE 117

Many other variants

Many more winning conditions. Games on infinite arenas beyond pushdown graphs. Games on timed automata: uncountable arenas. Play even longer: games of ordinal length. Games with delay: Player 0 is allowed to skip some moves to

  • btain lookahead on Player 1’s moves. Basic question: what

kind of lookahead is necessary to win. More than two players: no longer zero-sum games. Requires whole new theory (equilibria).

Martin Zimmermann Saarland University Infinite Games 29/30

slide-118
SLIDE 118

Many other variants

Many more winning conditions. Games on infinite arenas beyond pushdown graphs. Games on timed automata: uncountable arenas. Play even longer: games of ordinal length. Games with delay: Player 0 is allowed to skip some moves to

  • btain lookahead on Player 1’s moves. Basic question: what

kind of lookahead is necessary to win. More than two players: no longer zero-sum games. Requires whole new theory (equilibria). And: any combination of extensions discussed above.

Martin Zimmermann Saarland University Infinite Games 29/30

slide-119
SLIDE 119

Literature

Lecture notes “Infinite Games” (hidden in the Teaching section)

www.react.uni-saarland.de/teaching/infinite-games-13-14

Lectures in Game Theory for Computer Scientists. Krzysztof Apt and Erich Gr¨ adel (Eds.), Cambridge University Press, 2011. Automata, Logics, and Infinite Games. Erich Gr¨ adel, Wolfgang Thomas, and Thomas Wilke (Eds.), LNCS 2500, Springer-Verlag, 2002.

Martin Zimmermann Saarland University Infinite Games 30/30