LIPIcs.FSTTCS.2021.41.pdf
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In general, finite concurrent two-player reachability games are only determined in a weak sense: the supremum probability to win can be approached via stochastic strategies, but cannot be realized. We introduce a class of concurrent games that are determined in a much stronger sense, and in a way, it is the largest class with this property. To this end, we introduce the notion of local interaction at a state of a graph game: it is a game form whose outcomes (i.e. a table whose entries) are the next states, which depend on the concurrent actions of the players. By definition, a game form is determined iff it always yields games that are determined via deterministic strategies when used as a local interaction in a Nature-free, one-shot reachability game. We show that if all the local interactions of a graph game with Borel objective are determined game forms, the game itself is determined: if Nature does not play, one player has a winning strategy; if Nature plays, both players have deterministic strategies that maximize the probability to win. This constitutes a clear-cut separation: either a game form behaves poorly already when used alone with basic objectives, or it behaves well even when used together with other well-behaved game forms and complex objectives. Existing results for positional and finite-memory determinacy in turn-based games are extended this way to concurrent games with determined local interactions (CG-DLI).
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