Mean-Payoff Pushdown Games

K. Chatterjee, Yaron Velner
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引用次数: 26

Abstract

Two-player games on graphs are central in many problems in formal verification and program analysis such as synthesis and verification of open systems. In this work we consider solving recursive game graphs (or pushdown game graphs) that can model the control flow of sequential programs with recursion. While pushdown games have been studied before with qualitative objectives, such as reachability and parity objectives, in this work we study for the first time such games with the most well-studied quantitative objective, namely, mean payoff objectives. In pushdown games two types of strategies are relevant: (1) global strategies, that depend on the entire global history; and (2) modular strategies, that have only local memory and thus do not depend on the context of invocation, but only on the history of the current invocation of the module. Our main results are as follows: (1) One-player pushdown games with mean-payoff objectives under global strategies are decidable in polynomial time. (2) Two-player pushdown games with mean-payoff objectives under global strategies are undecidable. (3) One-player pushdown games with mean-payoff objectives under modular strategies are NP-hard. (4) Two-player pushdown games with mean-payoff objectives under modular strategies can be solved in NP (i.e., both one-player and two-player pushdown games with mean-payoff objectives under modular strategies are NP-complete). We also establish the optimal strategy complexity showing that global strategies for mean-payoff objectives require infinite memory even in one-player pushdown games; and memoryless modular strategies are sufficient in two-player pushdown games. Finally we also show that all the problems have the same computational complexity if the stack boundedness condition is added, where along with the mean-payoff objective the player must also ensure that the stack height is bounded.
平均收益下推游戏
图上的二人博弈是许多形式验证和程序分析问题的核心,如开放系统的合成和验证。在这项工作中,我们考虑求解递归博弈图(或下推博弈图),它可以用递归建模顺序程序的控制流。虽然之前已经研究过带有定性目标(如可达性和平价目标)的下推游戏,但在这项工作中,我们首次使用研究得最充分的定量目标(即平均收益目标)来研究此类游戏。在下推游戏中,两种类型的策略是相关的:(1)全局策略,依赖于整个全局历史;(2)模块化策略,只有局部内存,因此不依赖于调用的上下文,而只依赖于当前模块调用的历史。主要研究结果如下:(1)全局策略下具有平均收益目标的一人下推博弈在多项式时间内是可决定的。(2)全局策略下具有平均收益目标的二人下推博弈是不可确定的。(3)模块化策略下具有平均收益目标的单人下推博弈具有np难度。(4)模块化策略下具有平均收益目标的两人下推博弈可以在NP中求解(即模块化策略下具有平均收益目标的一人下推博弈和两人下推博弈都是NP完全的)。我们还建立了最优策略复杂性,表明即使在单人下推博弈中,平均收益目标的全局策略也需要无限的内存;在双人下推游戏中,无记忆的模块化策略就足够了。最后,我们还表明,如果添加堆栈有界性条件,那么所有问题都具有相同的计算复杂性,其中玩家必须确保堆栈高度有界。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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