Papers for

automated verification engineers

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

Strategy recovery for mean-payoff games is as hard as solving them

Strategy recovery for Mean-Payoff Games is as hard as solving them from scratch

Abstract: Mean-Payoff Games (MPGs) form an interesting family of deterministic, infinite-duration, zero-sum, turn-based games played by two players on a finite weighted directed graph. The goal of the players is to minimize, respectively maximize, the $\textit{limiting average}$ of the costs of the edges on an infinite path constructed by the two players. The complexity of solving MPGs is a long-standing open question. The decision problem associated with these games is known to be in $\text{NP}\cap \text{co-NP}$, and even $\text{UP}\cap \text{co-UP}$, yet the problem is not known to be in $\text{P}$. This is one of the simplest combinatorial problems with such a status. A full solution of an MPG gives the $\textit{value}$ of each vertex of the game, along with a pair of $\textit{optimal strategies}$ for the two players. (Each player has a succinct $\textit{positional}$ optimal strategy.) The problem of finding optimal strategies for the players given the values of all vertices is known as the $\textit{strategy recovery}$ problem. We describe a simple reduction from the problem of solving MPGs to the strategy recovery problem for MPGs. This shows that the strategy recovery problem for MPGs is essentially as hard as solving MPGs from scratch, i.e., without knowing the values. The reduction uses simple $\textit{game transformations}$ and simple $\textit{self-reducibility}$ and $\textit{peeling}$ arguments. This answers a question of Andersson and Miltersen. Mamino obtained a similar result for $\textit{stochastic}$ games with a limiting average objective, but his technique does not extend to deterministic games such as MPGs. We go one step further and show that finding an optimal strategy for one of the players of an MPG remains hard even if an optimal strategy of the second player, and hence all the values, are known.

Sun 18 OctComputer Science and Game TheoryData Structures and Algorithms
The gist
Mean-Payoff Games are mathematical challenges where two players pick paths through a graph trying to maximize or minimize the long-term average cost of edges they travel. Usually, solving these games means finding both the value of each position and the best strategy for each player. The authors show that even if you already know the value of every position, figuring out the best strategy for one or both players is just as hard as solving the whole game from scratch. This finding closes a gap in the understanding of these games' complexity and answers a previously open question.
Open → 2610.25188v1

Team strategies without shared randomness have distinct complexity limits

Limit-sure Winning in Team Games without Shared Randomness

Abstract: We study concurrent stochastic games in which a team of agents plays against an adversarial environment. If the agents could access a shared source of randomness, then these games reduce to two-player games. Despite being common in the literature on coalition games, this assumption does not accurately model real-world systems. In this paper, we consider the setting where the agents only have access to individual sources of randomness, and must satisfy a given reachability or safety objective. The limit-sure problem asks whether the team can ensure that the objective is satisfied with probability at least $1-λ$ for every $λ>0$. For reachability objectives, we show that this problem is $\mathsf{NP}$-complete. For safety objectives, we show that limit-sure winning coincides with almost-sure winning, which is known to lie in $\mathsf{P}$. As a corollary of these results, we conclude that model checking of the qualitative fragment of the logic Individually Randomised ATL -- introduced in the recent work of Brice et al. -- is $\mathsf{P}^{\mathsf{NP}}$-complete.

Fri 9 OctComputer Science and Game TheoryFormal Languages and Automata TheoryMultiagent Systems
The gist
The paper looks at games where a team tries to achieve goals while playing against an opponent, but the team members can only use their own random choices, not a shared one. The researchers find that for games where the team wants to reach a goal, it's tough (NP-complete) to decide if they can almost always win. For games focused on avoiding bad outcomes, this decision is easier (in P). They also link these findings to the difficulty of checking certain logical properties about such games.
Open → 2610.13569v1

Subgame perfect equilibrium problem shown EXPTIME-complete in graph games

Subgame Perfection in Graph Games with $ω$-Recognizable Preference Relations

Abstract: This paper investigates the constrained existence problem for subgame perfect equilibria (SPEs) in multiplayer graph games. In the proposed framework, each player has a preference relation over the set of plays, assumed to be $ω$-recognizable. Equivalently, he has a preference relation over a finite set of payoffs, and the set of plays with the same payoff is $ω$-regular, for each payoff. This generic framework avoids the need to focus on specific payoff functions. We show that the constrained SPE existence problem is EXPTIME-complete, as well as for Nash equilibria (NEs).

Sat 19 SeptComputer Science and Game Theory
The gist
This paper looks at how players' preferences in multiplayer games on graphs can be modeled in a very general way using recognizable patterns over infinite plays. The researchers consider situations where each player has clear preferences, but without focusing on any particular way of scoring outcomes. They show that deciding whether players can follow strategies that form stable patterns, called subgame perfect equilibria, is a problem that is computationally very hard — specifically, it lies in a complexity class called EXPTIME-complete. The same difficulty applies to the related concept of Nash equilibria.
Open → 2609.22906v1