{"title":"拟多项式算法求解奇偶对策的改进复杂度分析","authors":"P. Parys, Aleksander Wiacek","doi":"10.48550/arXiv.2305.00308","DOIUrl":null,"url":null,"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 ${\\theta}(d)$.","PeriodicalId":436783,"journal":{"name":"Conference on Computability in Europe","volume":"18 4 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-04-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Improved Complexity Analysis of Quasi-Polynomial Algorithms Solving Parity Games\",\"authors\":\"P. Parys, Aleksander Wiacek\",\"doi\":\"10.48550/arXiv.2305.00308\",\"DOIUrl\":null,\"url\":null,\"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 ${\\\\theta}(d)$.\",\"PeriodicalId\":436783,\"journal\":{\"name\":\"Conference on Computability in Europe\",\"volume\":\"18 4 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-04-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Conference on Computability in Europe\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.48550/arXiv.2305.00308\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Conference on Computability in Europe","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.48550/arXiv.2305.00308","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Improved Complexity Analysis of Quasi-Polynomial Algorithms Solving Parity Games
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 ${\theta}(d)$.