We describe in this subsection classical material: arenas, games, strategies, automata and good for games automata. Section
2.1 introduces games, Section
2.2 the concept of memoryless strategy, and Section
2.3 the class of automata we use. Finally, Section
2.4 explains how automata can be used for solving games, and in particular defines the notion of automata that are good for games.
2.1 Games
We will consider several forms of graphs, which are all directed labelled graph with a root vertex. Let us fix the terminology now. Given a set
\(X\), an
\(X\)-graph
\(H=(V,E,\text {root}_{H})\) has a set of vertices
\(V\), a set of
\(X\)-labelled edges
\(E\subseteq V\times X\times V\), and a root vertex
. We write
if there exists a path from vertex
\(x\) to vertex
\(y\) labelled by the word
\(u\in X^*\). We write
if there exists an infinite path starting in vertex
\(x\) labelled by the word
\(u\in X^\omega \). The graph is trimmed if all vertices are reachable from the root and have out-degree at least one. Note that as soon as a graph contains some infinite path starting from the root, it can be made trimmed by removing the bad vertices. A morphism of
\(X\)-graphs from
\(G\) to
\(H\) is a map
\(\alpha \) from vertices of
\(G\) to vertices of
\(H\), that sends the root of
\(G\) to the root of
\(H\), and sends each edge of
\(G\) to an edge of
\(H\), i.e., for all
\(a\in X\),
implies
. A weak morphism of
\(X\)-graphs is like a morphism but we lift the property that the root of
\(G\) is sent to the root of
\(H\) and instead require that if
then
.
If one compares with usual games – for instance checkers – then the arena represents the set of possible board configurations of the game (typically, the configuration of the board plus a bit telling whose turn to play it is). The configuration is an existential position if it is the first player’s turn to play, otherwise it is a universal position. There is an edge from u to v if it is a valid move for the player to go from configuration u to configuration v. The interest of having colors and winning conditions may not appear clearly in this context, but the intent would be, for example, to tell who is the winner if the play is infinite.
Informally, the game is played as follows by two players: the existential player and the universal player
2. At the beginning, a token is placed at the initial position of the game. Then the game proceeds in rounds. At each round, if the token is on an existential position then it is the existential player’s turn to play, otherwise it is the universal player’s turn. This player chooses an outgoing move from the position, and the token is pushed along this move. This interaction continues forever, inducing a play (defined as an infinite path in the arena) labelled by an infinite sequence of colors. If this infinite sequence belongs to the winning condition
\(\mathbb W\), then the existential player wins the play, otherwise, the universal player wins the play. It may happen that a player has to play but there is no move available from the current position: in this case the player immediately loses.
Classical winning conditions Before describing more precisely the semantics of games, let us recall what are the classical winning conditions considered in this context.
Strategies We describe now formally what it means to win a game. Let us take the point of view of the existential player. A strategy for the existential player is an object that describes how to play in every situation of the game that could be reached. It is a winning strategy if whenever these choices are respected during a play, the existential player wins this play. There are several ways one can define the notion of a strategy. Here we choose to describe a strategy as the set of partial plays that may be produced when it is used.
The idea behind this definition is that at any moment in the game, when following a strategy, a sequence of moves has already been played, yielding a partial play in the arena. The above definition guarantees that: 1. if a partial play belongs to the strategy, it is indeed reachable by a succession of moves that stay in the strategy, 2. if, while following the strategy, a partial play ends in a vertex owned by the existential player, there exists exactly one move that can be followed by the strategy at that moment, and 3. if, while following the strategy, a partial play ends in a vertex owned by the universal player, the strategy is able to face all possible choices of the opponent.
Of course, keeping the intuition of games in mind, one would expect also that one of the player wins. However, this is not necessarily the case. A game is called determined if either the existential or the universal player wins the game. The fact that a game is determined is referred to as its determinacy. A winning condition \(\mathbb W\) is determined if all \(\mathbb W\)-games are determined. It happens that not all games are determined.
However, there are some situations in which games are determined. This is the case of finite duration games, of safety games, and more generally:
Defining the notion of Borel sets is beyond the scope of this paper. It suffices to know that this notion is sufficiently powerful for capturing a lot of natural winning conditions, and in particular all winning conditions in this paper are Borel; and thus determined.
2.2 Memory of strategies
A key insight in understanding a winning condition is to study the amount of memory required by winning strategies. To define the notion of memoryless strategies, we use an equivalent point of view on strategies, using strategy graphs.
Of course, as far as existence is concerned the two notions of strategy coincide:
We list a number of important results stating that some winning conditions do not require memory.
2.3 Automata
Note that here we use non-deterministic automata for simplicity. However, the notions developed in this paper can be adapted to alternating automata.
The notion of \(\omega \)-regularity. It is not the purpose of this paper to describe the rich theory of automata over infinite words. It suffices to say that a robust concept of \(\omega \)-regular language emerges. These are the languages that are equivalently defined by means of Büchi automata, parity automata, Rabin automata, Muller automata, deterministic parity automata, deterministic Rabin automata, deterministic Muller automata, as well as many other formalisms (regular expressions, monadic second-order logic, \(\omega \)-semigroup, alternating automata, \(\ldots \)). However, safety automata and deterministic Büchi automata define a subclass of \(\omega \)-regular languages.
Note that the mean-payoff condition does not fall in this category, and automata defined with this condition do not recognize \(\omega \)-regular languages in general.
2.4 Automata for solving games
There is a long tradition of using automata for solving games. The general principle is to use automata as reductions, i.e. starting from a
\(\mathbb V\)-game
and a
\(\mathbb W\)-automaton
that accepts the language
\(\mathbb V\), we construct a
\(\mathbb W\)-game
\(\mathcal {G}\times \mathcal {A}\) called the product game that combines the two, and which is expected to have the same winner: this means that to solve the
\(\mathbb V\)-game
\(\mathcal {G}\), it is enough to solve the
\(\mathbb W\)-game
\(\mathcal {G}\times \mathcal {A}\). We shall see below that, unfortunately, this expected property does not always hold (Remark
4). The automata that guarantee the correction of the construction are called good for games, originally introduced by Henzinger and Piterman [
HP06].
We begin our description by making precise the notion of product game. Informally, the new game requires the players to play like in the original game, and after each step, the existential player is required to provide a transition in the automaton that carries the same label.
The consequence of the above lemma is that when we know how to solve \(\mathbb W\)-games, and we have a deterministic \(\mathbb W\)-automaton \(\mathcal {A}\) for a language \(\mathbb V\), then we can decide the winner of \(\mathbb V\)-games by performing the product of the game with the automaton, and deciding the winner of the resulting game. Good for games automata are automata that need not be deterministic, but for which this kind of arguments still works.
Note that Lemma
1 says that deterministic automata are good for games automata.
Examples of good for games automata can be found in [
BKS17], together with a structural analysis of the extent to which they are non-deterministic.
Let us conclude this part with Lemma
4, stating the possibility to compose good for games automata. We need before hand to defined the composition of automata.
Given
\(A\times B\)-graph
\(\mathcal {A}\), and
\(B\times C\)-graph
\(\mathcal {B}\), the composed graph
has as states the product of the sets of states, as initial state the ordered pair of the initial states, and there is a transition
\(((p,q),(a,c),(p^\prime ,q^\prime ))\) if there is a transition
\((p,(a,b),p^\prime )\) in
\(\mathcal {A}\) and a transition
\((q,(b,c),q^\prime )\). If
\(\mathcal {A}\) is in fact an automaton that uses the accepting condition
, and
\(\mathcal {B}\) an automaton that uses the accepting condition
, then the composed automaton
uses has as underlying graph the composed graphs, and as accepting condition
\(\mathbb W\).