Improved Complexity Analysis of Quasi-Polynomial Algorithms Solving Parity Games

P. Parys, Aleksander Wiacek
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Abstract

We improve the complexity of solving parity games (with priorities in vertices) for $d={\omega}(\log n)$ by a factor of ${\theta}(d^2)$: the best complexity known to date was $O(mdn^{1.45+\log_2(d/\log_2(n))})$, while we obtain $O(mn^{1.45+\log_2(d/\log_2(n))}/d)$, where $n$ is the number of vertices, $m$ is the number of edges, and $d$ is the number of priorities. We base our work on existing algorithms using universal trees, and we improve their complexity. We present two independent improvements. First, an improvement by a factor of ${\theta}(d)$ comes from a more careful analysis of the width of universal trees. Second, we perform (or rather recall) a finer analysis of requirements for a universal tree: while for solving games with priorities on edges one needs an $n$-universal tree, in the case of games with priorities in vertices it is enough to use an $n/2$-universal tree. This way, we allow to solve games of size $2n$ in the time needed previously to solve games of size $n$; such a change divides the quasi-polynomial complexity again by a factor of ${\theta}(d)$.
拟多项式算法求解奇偶对策的改进复杂度分析
我们通过${\theta}(d^2)$的系数提高了求解$d={\omega}(\log n)$的奇偶性博弈(顶点优先级)的复杂性:迄今为止已知的最佳复杂性是$O(mdn^{1.45+\log_2(d/\log_2(n))})$,而我们获得$O(mn^{1.45+\log_2(d/\log_2(n))}/d)$,其中$n$是顶点的数量,$m$是边的数量,$d$是优先级的数量。我们的工作基于使用通用树的现有算法,并提高了它们的复杂性。我们提出了两个独立的改进。首先,通过对通用树的宽度进行更仔细的分析,可以得到${\theta}(d)$倍的改进。其次,我们对通用树的需求进行了更细致的分析:对于解决优先级在边的游戏,需要一个$n$ -通用树,对于优先级在顶点的游戏,使用$n/2$ -通用树就足够了。通过这种方式,我们可以在解决尺寸为$n$的游戏所需的时间内解决尺寸为$2n$的游戏;这样的变化将拟多项式的复杂度再次除以${\theta}(d)$因子。
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