The Memory of -Regular and Objectives
Abstract
In the context of 2-player zero-sum infinite duration games played on (potentially infinite) graphs, the memory of an objective is the smallest integer such that in any game won by Eve, she has a strategy with states of memory. For -regular objectives, checking whether the memory equals a given number was not known to be decidable. In this work, we focus on objectives in , i.e. recognised by a potentially infinite deterministic parity automaton. We provide a class of automata that recognise objectives with memory , leading to the following results:
-
for -regular objectives, the memory can be computed in NP;
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given two objectives and in and assuming is prefix-independent, the memory of is at most the product of the memories of and .
Our results also apply to chromatic memory, the variant where strategies can update their memory state only depending on which colour is seen.
Keywords and phrases:
Infinite duration games, Strategy complexity, Omega-regularCategory:
Track B: Automata, Logic, Semantics, and Theory of ProgrammingFunding:
Antonio Casares: Supported by the Polish National Science Centre (NCN) grant “Polynomial finite state computation” (2022/46/A/ST6/00072).Copyright and License:
![[Uncaptioned image]](x1.png)
2012 ACM Subject Classification:
Theory of computation Logic and verificationAcknowledgements:
We thank Nathan Lhote for his participation in the scientific discussions which led to this paper. We also thank Pierre Vandenhove for pointing us to references concerning lifting results for memory.Editors:
Keren Censor-Hillel, Fabrizio Grandoni, Joël Ouaknine, and Gabriele PuppisSeries and Publisher:

1 Introduction
Context: Strategy complexity in infinite duration games
We study infinite duration games on graphs in which two players, called Eve and Adam, interact by moving a token along the edges of a (potentially infinite) edge-coloured directed graph. Each vertex belongs to one player, who chooses where to move next during a play. This interaction goes on for an infinite duration, producing an infinite path in the graph. The winner is determined according to a language of infinite sequences of colours , called the objective of the game; Eve aims to produce a path coloured by a sequence in , while Adam tries to prevent this. This model is widespread for its use in verification and synthesis [15].
In order to achieve their goal, players use strategies, which are representations of the course of all possible plays together with instructions on how to act in each scenario. In this work, we are interested in optimal strategies for Eve, that is, strategies that guarantee a victory whenever this is possible. More precisely, we are interested in the complexity of such strategies, or in other words, in the succinctness of the representation of the space of plays.
Positionality.
The simplest strategies are those that assign in advance an outgoing edge to each vertex owned by Eve, and always play along this edge, disregarding all the other features of the play. All the information required to implement such a strategy appears in the game graph itself. Objectives for which such strategies are sufficient to play optimally are called positional (or memoryless). Understanding positionality has been the object of a long line of research. The landmark results of Gimbert and Zielonka [22] and Colcombet and Niwinski [18] gave a good understanding of which objectives are bi-positional, i.e. positional for both players.
More recently, Ohlmann proposed to use universal graphs as a tool for studying positionality (taking Eve’s point of view) [27]. This led to many advances in the study of positionality [2, 28], and most notably, a characterisation of positional -regular objectives by Casares and Ohlmann [10], together with a polynomial time decision procedure (and some other important corollaries, more discussion below).
Strategies with memory.
However, in many scenarios, playing optimally requires distinguishing different plays that end in the same vertex. A seminal result of Büchi and Landweber [7] states that in finite games where the objective is an -regular language, the winner has a winning strategy that can be implemented by a finite automaton processing the edges of the game; this result was later extended to infinite game graphs by Gurevich and Harrington [23]. Here, the states of the automaton are interpreted as memory states of the strategy, and a natural measure of the complexity of a strategy is the number of such states. More precisely, the memory of an objective is the minimal such that whenever Eve wins a game with objective , she has a winning strategy with states of memory. For -regular objectives, this is always finite [7, 23], while the case of positionality discussed above corresponds to memory .
Characterising the memory of objectives has been a recurrent research subject since the 1990s. Notable results include the characterisation for Muller objectives by Dziembowski, Jurdziński, and Walukiewicz [19], or for closed objectives by Colcombet, Fijalkow and Horn [16]. However, these are all rather restricted classes of -regular objectives. The problem of deciding the memory of -regular objectives has been raised in many occasions (see for instance [24, Sect. 9.2], [4, Sect. 4], [17, Conclusions], or [3]), but prior to this work, even computing the memory of open -regular objectives (sometimes called regular reachability objectives) was not known to be decidable.
Chromatic memory.
In the special case where the automata implementing strategies are only allowed to read the colours on the edges of the game graph, we speak of chromatic memory. In his PhD thesis, Kopczyński showed that, for prefix-independent -regular objectives and over finite game graphs, the chromatic memory can be computed in exponential time [24, Theorem 8.14]. Recently, it was shown that computing the chromatic memory of some restricted subclasses of -regular objectives is in fact NP-complete: for Muller objectives [8] and for topologically open or closed objectives [3]. However, the chromatic and the unconstrained memory of objectives may differ, even exponentially [8, 9].
Unions of objectives.
The driving question in Kopczyński’s PhD thesis [24] is whether prefix-independent positional objectives are closed under union, which has become known as Kopczyński’s conjecture. Recently, Kozachinskiy [25] disproved this conjecture, but only for positionality over finite game graphs, and using non--regular objectives. In fact, the conjecture is now known to hold for -regular objectives [10] and objectives [28]. Casares and Ohlmann proposed a generalisation of this conjecture from positional objectives to objectives requiring memory [12, Conjecture 7.1] (see also [24, Proposition 8.11]):
Conjecture 1 (Generalised Kopczyński’s conjecture).
Let be two prefix-independent objectives with memory and , respectively. Then has memory at most .
Using the characterisation of [19], it is not hard to verify that the conjecture holds for Muller objectives.
languages.
The results in this work apply not only to -regular languages, but to the broader class of languages. These are boolean combinations of languages in (countable unions of closed languages), or equivalently, recognised by deterministic parity automata with infinitely many states [31, Sect. 5]. This class includes typical non--regular examples such as energy or mean-payoff objectives (and therefore also their boolean combinations with -regular ones) but also broader classes such as unambiguous -petri nets [20] and deterministic -Turing machines (Turing machines with a Muller condition).
Contributions
Our main contribution is a characterisation of objectives with memory , stated in Theorem 7. It captures both the memory and the chromatic memory of objectives over infinite game graphs.111In the full version of this paper [13] we show that, for -regular languages, this characterisation also captures the memory over finite graphs, and therefore both quantities coincide in the -regular case. The characterisation is based on the notion of -wise -completable automata, which are parity automata with states partitioned in chains, where each chain is endowed with a tight hierarchical structure encoded in the -transitions of the automaton.
From this characterisation, we derive the following corollaries:
-
1.
Decidability in NP. Given a deterministic parity automaton , the memory (resp. chromatic memory) of can be computed in NP.
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2.
Generalised Kopczyński’s conjecture. We establish (and strengthen) Conjecture 1 in the case of objectives: if and are objectives with memory and , and one of them is prefix-increasing, then the memory of is .
Main technical tools: Universal graphs and -completable automata.
As mentioned above, Ohlmann proposed a characterisation of positionality by means of universal graphs [27]. In 2023, Casares and Ohlmann extended this characterisation to objectives with memory by considering partially ordered universal graphs [12]. Until now, universal graphs have been mainly used to show that certain objectives have memory (usually for ); this is done by constructing a universal graph for the objective. One technical novelty of this work is to exploit both directions of the characterisation, as we also rely on the existence of universal graphs to obtain decidability results.
Our characterisation is based on the notion of -wise -completable automata, which extends the key notion of [10] from positionality to finite memory.
Comparison with [10].
In 2024, Casares and Ohlmann characterised positional -regular objectives [10], establishing decidability of positionality in polynomial time, and settling Kopczyński’s conjecture for -regular objectives. Although the current paper generalises the notions and some of the results from [10] to the case of memory, as well as potentially infinite automata, the proof techniques are significantly different: while [10] is based on intricate successive transformations of parity automata, ours is based on an extraction method in the infinite and manipulates ordinal numbers. Though somewhat less elementary, our proof is notably shorter, and probably easier to read.
When instantiated to the case of memory , we thus extend Kopczyński’s conjecture from -regular objectives to positional objectives. This also gives an easier proof of decidability of positionality in polynomial time222It is explained in [10, Theorem 5.3] how decidability of positionality in polynomial time can be derived, with reasonable efforts, from Kopczyński’s conjecture. for -regular objectives. However, some of the results of [10] are not recovered with our methods: the finite-to-infinite and 1-to-2-player lifts, as well as closure of positionality under addition of neutral letters.
2 Preliminaries
We let be a countable alphabet333We restrict our study to countable alphabets, as if is uncountable, the topological space is not Polish and the class is not as well-behaved. and be a fresh symbol that should be interpreted as a neutral letter. Given a word we write for the (finite or infinite) word obtained by removing all ’s from ; we call the projection of on . An objective is a set . Given an objective , we let denote .
Throughout the paper, we use Von Neumann’s notation for ordinals: denotes the set of ordinals . This also applies to finite numbers, e.g. . As is standard, we also identify cardinals with their initial ordinals.
2.1 Graphs, games and memory
We introduce notions pertaining to games and strategy complexity, as they will be central in the statement of our results. Nevertheless, we note that all our technical proofs will use these definitions through Theorem 5 below, and will not explicitly use games.
Graphs.
A -graph is given by a set of vertices and a set of coloured, directed edges . We write for edges . A path is a sequence of edges with matching endpoints which we write as . Paths can be empty, finite, or infinite, and have a label . Throughout the paper, graphs are implicitly assumed to be without dead-end: every vertex has an outgoing edge.
We say that a vertex in a -graph (resp. a -graph) satisfies an objective if the label of any infinite path from belongs to (resp. to ). A pointed graph is a graph with an identified initial vertex. A pointed graph satisfies an objective if the initial vertex satisfies ; a non-pointed graph satisfies an objective if all its vertices do. An infinite tree is a sinkless pointed graph whose initial vertex is called the root, and with the property that every vertex admits a unique path from the root.
A morphism from a -graph to a -graph is a map such that for any edge in , it holds that is an edge in . Morphisms between pointed graphs should moreover send the initial vertex of to the initial vertex of . Morphisms need not be injective. We write when there exists a morphism .
Games and strategies.
A game is given by a pointed -graph together with an objective , and a partition of the vertex set into the vertices controlled by Eve and those controlled by Adam. A strategy444We follow the terminology from [12]. The classical notion of a strategy as a function can be recovered by considering the graph with vertices , and edges . (for Eve) is a pointed graph together with a morphism towards , satisfying that for every edge in the game, where , and for all , there is an edge such that . A strategy is winning if it satisfies the objective of the game. We say that Eve wins if there exists a winning strategy.
Memory.
A finite-memory strategy555It is common to define a memory structure as an automaton reading the edges of a game graph. This notion can be recovered by taking as the states of the automaton. is a strategy with vertices and projection , with the additional requirement that for every edge , it holds that . We say that is the memory of the strategy, and numbers are called memory states. Informally, the requirement above says that when reading an -transition in the game, we are not allowed to change the memory state; this is called -memory in [12] (to which we refer for more discussion), but since it is the main kind of memory in this paper, we will simply call it the memory.
A finite-memory strategy is called chromatic if there is a map such that for every edge in the strategy, it holds that . We say that is the chromatic update. Note that necessarily, we have for every memory state .
The (chromatic) memory of an objective is the minimal such that for every game with objective , if Eve has a winning strategy, she has a winning (chromatic) strategy with memory .
2.2 Automata
We write for the set . A parity automaton (or just automaton in the following) with index – an even number – and alphabet , is a pointed -graph. Vertices are called states, edges are called transitions and written , where and . Elements in are called priorities. Generally, we use the convention that even priorities are denoted with letter , whereas can be used to denote any priority. Transitions of the form are called -transitions; note that they also carry priorities.
Infinite paths from the initial state are called runs. A run is accepting if the projection of its label on the second coordinate belongs to
The language of is , where is the set of projections on the first coordinate of runs which are accepting. We require that all these projections are infinite words; stated differently, there is no accepting run from labelled by a word in . An automaton is deterministic if there are no -transitions and for any state and any letter there is at most one transition . We say that an automaton is determinisable by pruning if one can make it deterministic by removing some transitions, without modifying its language. A language belongs to if it is the language of a deterministic automaton, and it is -regular if the automaton is moreover finite.
We will often identify pointed graphs with automata of index , by labelling all transitions with priority . Note that in this case, all runs are accepting. This requires making sure that there is no accepting run labelled by a word from , which, up to assuming that all vertices are accessible from the initial one, amounts to saying that there is no infinite path of . We say that such a graph is well-founded.
Blowups and -automata.
A -blowup of an automaton is any automaton with , with initial state in and such that for each transition in and each , there is a transition . We also allow for extra transitions in . Note that in this case .
A -automaton is just an automaton whose states are a subset of , for some set ; for instance, -blowups are -automata. Equivalently, these are automata with a partition of their states in subsets. For a state in a -automaton, is called its memory state. A -automaton is called chromatic if there is a map such that for all transition it holds that .
Cascade products.
Let be an automaton with alphabet and index , and let be a -graph. We define their cascade product to be the -graph with vertices and edges
If is a pointed graph with intial vertex , then is pointed with initial vertex . It is easy to check that we then have the following lemma.
Lemma 2.
Let be an automaton with index and be a -graph satisfying . Then is well-founded and satisfies .
2.3 -completability and universal graphs
We now introduce and discuss the key notion used in our main characterisation, which adapts the notion from [10] from positionality to finite memory.
-wise -completability.
A -automaton with index is called -wise -complete if for each even , for each memory state and each ordered pair of states :
Intuitively, having an edge means that “ is much better than ”, as one may freely go from to and even see a good priority on the way. Similarly, means that “ is not much worse than ”.
It is also useful to consider how the definition instantiates when applied to both ordered pairs and . Since automata exclude accepting runs which are ultimately comprised of -transitions, we cannot have , and therefore -completability rewrites as: For each , each memory state and each unordered pair of states,
Hence an alternative, maybe more useful view (this is the point of view adopted in [10]) is that, up to applying some adequate closure properties, a -wise -complete automaton is endowed with the following structure: for each even priority and each memory state , the states with memory state are totally preordered by the relation , and the relation is the strict version of this preorder. Moreover, for , the -preorder is a refinement of the -preorder.
A -automaton is called -wise -completable if one may add -transitions to it so as to turn it into a -wise -complete automaton satisfying . We simply say “-complete” (resp. “-completable”) as a shorthand for “1-wise -complete” (resp. “1-wise” -completable).
Example 3.
Let and
We show a -wise -complete automaton recognising in Figure 1. By Theorem 7, the memory of is (and it is easy to see that this bound is tight).
The following theorem, a key result in [12] where it is called the structuration lemma, will also be crucial to this work. Recall that we see well-founded pointed graphs as automata with only -transitions, and we apply the terms -blowup and -completable to them accordingly.
Theorem 4 (Adapted from Lemma 3.4 in [12]).
Let be a well-founded pointed graph satisfying an objective which is assumed to have (chromatic) memory over games of size . There is a (chromatic) -blowup of which is well-founded, -wise -complete, and satisfies .
Universal graphs.
Given an objective and a cardinal , we say that a graph is -universal if for any infinite tree of cardinality satisfying , there is a morphism such that satifies in , where is the root of . We may now rephrase the main theorem of [12] in terms of -complete universal graphs.
Theorem 5 (Theorem 3.1 in [12]).
Let be an objective. Then has (chromatic) memory if and only if for every cardinal there exists a -universal graph which is (chromatic and) -wise -complete.
We now give an explicit definition of a -universal graph which is -complete. These ideas date back to the works of Streett and Emerson, who coined the name signatures [30], and were made more explicit by Walukiewicz [33]. Vertices are tuples of ordinals , indexed by odd priorities in and ordered lexicographically (with the smaller indices being the most significant). For a tuple and index , we let be the tuple obtained from by restricting to coordinates with index . Edges are given by
and -edges are given by if and only if .
Lemma 6 ([11, Lemma 2.7]).
The graph is -universal.
We will work extensively with such tuples, as well as their prefixes and suffixes. For readability, we also use subscripts to indicate which (odd) coordinates are concerned, for instance will be our notation for tuples of ordinals indexed with odd priorities , and similarly for . Concatenation of tuples is written like for words, therefore denotes a tuple indexed by all odd priorities (i.e. an vertex of ). We treat and as different variables, which we may quantify independently.
3 Characterisation of objectives in with memory
We state our main characterisation theorem and its decidability consequences for -regular languages. We assume that the alphabet is countable, therefore automata can also be taken with countable sets of states.
Theorem 7 (Main characterisation).
Let be a objective and let . The following are equivalent:
-
(i.)
has memory (resp. chromatic memory ) on games of size .
-
(ii.)
For any automaton recognising , there is a (chromatic) -blowup of which is -wise -complete and recognises .
-
(iii.)
There is a deterministic (chromatic) -automaton which is -wise -completable and recognises . If is recognised by a deterministic automaton of size , then can be taken of size .
-
(iv.)
For every cardinal , there is a (chromatic) -universal graph which is well-founded and -wise -complete.
-
(v.)
has (chromatic) memory on arbitrary games.
For -regular given by a deterministic automaton of size , this allows to compute the (chromatic) memory in NP. First, we note that the memory of is at most , as the automaton itself can serve as a (chromatic) memory. Therefore, we can guess , a deterministic automaton of size and a (chromatic) -wise -completion , and check if and if , which can be done in polynomial time, since and are deterministic [14]. Prior to our work, neither computing the memory nor the chromatic memory was known to be decidable (although the chromatic memory over finite graphs can be computed in exponential time [24]).
Corollary 8 (Decidability in NP).
Given an integer and a deterministic automaton , the problem of deciding if has (chromatic) memory belongs to NP.
Our main contribution is the implication from (i) to (ii), which is the object of Section 3.1. We proceed in Section 3.2 to show that (ii) implies (iii) which is straightforward. The implication (iii) (iv) is adapted from [10] and presented in Section 3.3. Finally, the implication (iv) (v) is the result of [12] (Theorem 5), and the remaining one is trivial.
3.1 Existence of -wise -complete automata: Proof overview
We start with the more challenging and innovative implication: how to obtain a -wise -complete automaton given an objective in with memory (that is, (i) (ii)). In this Section, we give a detailed overview of the proof.
Proposition 9.
Let be an objective recognised by an automaton , and assume that has (chromatic) memory on games of size . Then there is a (chromatic) -blowup of recognising which is -wise -complete.
We assume that has memory on games of size ; we discuss the chromatic case at the end of the section. Let be an automaton recognising ; we aim to construct a -blowup of which is -complete. We let denote , the -universal graph defined above.
We consider the cascade product ; this is a -graph which intuitively encodes all possible accepting behaviours in . Then we apply the structuration result (Theorem 4) to which yields a -blowup of which is well-founded and -wise -complete (as a graph). Stated differently, up to blowing the graph into copies, we have been able to endow it with many -transitions, so that over each copy, defines a well-order. Note that the states of are of the form , with , and .
The states of will be . The challenge lies in defining the transitions in , based on those of .
Given a state and a transition in , where , by applying the definitions we get transitions of the form in , for different values of , whenever in . We will therefore define transition in if matches suitably many transitions as above; for now, we postpone the precise definition.
We should then verify that the obtained automaton :
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is a -blowup of ,
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is -complete, and
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recognises .
The first two items above state that should have many transitions: at least those inherited from , and in addition a number of -transitions. This creates a tension with the third item, which states that even with all these added transitions, the automaton should not accept too many words.
Let us focus on the third item for now, which will lead to a correct definition for . Take an accepting run
in , where is even; for the sake of simplicity, assume that all ’s are . We should show that its labelling belongs to . To this end, we will decorate the run with labels so that
defines a path in , which concludes since satisfies .
Recall that the elements of are tuples of ordinals indexed by odd priorities. We use (resp. )to refer to a tuple indexed by priorities up to (resp. from ). We also let .
To construct the ’s, we fix a well-chosen prefix which will be constant, and proceed as follows.
-
(a.)
If , then we set , for some which depends only on .
-
(b.)
If , then we set , for some which depends on as well as .
At this stage the reader may be worried that the backward induction underlying the above definition is not well-founded; however, since the first case occurs infinitely often, the backward induction from the second item is only performed over finite blocks, see also Figure 2.
This leads to the following definition for , where is an even priority:
The first line corresponds to point (a.) above, where can be chosen independently of , whereas the second line corresponds to point (b.), since the choice of is conditioned on the value of . (For priorities , we may apply either the first or second line, depending on the parity, to get the required conclusion.)
The remaining issue is that the choice of the fixed common prefix should be made uniformly, regardless of the transition. This is achieved thanks to an adequate extraction lemma (which extends the pigeonhole principle to the case at hands), which finds a large enough subset of , so that transitions are similar for different choices of . This ensures that can be chosen uniformly.
There remains to verify that is indeed a -blowup of and that it is -complete, which will follow easily from the definitions and -completeness of (this is because, after removing “” from the definition above, the second line resemble the negation of the first).
For the chromatic case, the proof is exactly the same, we should simply check that if is chromatic (which is guaranteed by Theorem 4), then the so is the obtained automaton .
3.2 Existence of deterministic -completable automata
We now prove the implication from (ii) to (iii) in Theorem 7. Take to be a deterministic automaton recognising , and let be the obtained -blowup of which is (chromatically) -wise -complete and recognises . Then let be obtained from by only keeping, for each state and each transition in , a single transition of the form chosen arbitrarily. Note that is a -blowup of , so we have: . We conclude that is a deterministic (chromatically) -wise -completable automaton recognising , as required.
3.3 From deterministic -completable automata to universal graphs
We now prove the implication from (iii) to (iv) in Theorem 7. This result was already proved in [11, Prop. 5.30] for the case of ; extending to greater values for presents no difficulty.
Let be a deterministic666For the purpose of this proof, history-determinism would be sufficient (we refer to [1] for the definition and context on history-determinism). (chromatic) -wise -completable automaton recognising and be an -completion. Fix a cardinal and let denote . Consider the cascade product . We claim that is (chromatic) -wise -complete and -universal. Universality follows from the facts that is deterministic and is -universal.
Claim 10.
The graph is -universal.
Proof.
Take a tree of size which satisfies . We should show that . Since is deterministic, we can define a labelling by mapping to and if the run of on the finite word labelling the path ends in . Then, any infinite path from in is mapped to a run in that is accepting (since satisfies ). Therefore the tree obtained by taking and replacing edge-labels by the priorities appearing in their -images satisfies and has size , so there is a morphism . It is a direct check that indeed defines a morphism.
Showing that is -wise -complete is slightly trickier.
Claim 11.
The graph is well-founded and (chromatic) -wise -complete.
Proof.
Well-foundedness of follows directly from Lemma 2. Let us write for the parts of ; the parts of will be . If applicable, chromaticity is a direct check. Let be in the same part, i.e. for some . Let be the minimal even priority such that in (if such an does not exist then ). Then let be the minimal odd priority such that (as previously, if then we let ). We distinguish two cases.
-
(1)
If . Then we have in and which gives in . Thus we get in .
-
(2)
If . Then , which gives in . Since is -wise -complete and by definition of , we also have in , therefore in .
We conclude that either or , as required.
4 Union of objectives
In this section, we establish a strong form of the generalised Kopczyński conjecture for objectives. An objective is prefix-increasing777In other papers [26, 27, 12] this notion is called prefix-decreasing, as Eve is seen as a “minimiser” player who aims to minimise some quantity. if for all and , it holds that if then . In words, one remains in when adding a finite prefix to a word of . Examples of prefix-increasing objectives include prefix-independent and closed objectives.
Theorem 12.
Let be two objectives over the same alphabet, such that is prefix-increasing. Assume that has memory and has memory . Then has memory .
Remark 13.
The assumption that one of the two objectives is prefix-increasing is indeed required: for instance if and , which are positional but not prefix-increasing, the union is not positional (it has memory ).
Remark 14.
The bound in Theorem 12 is tight: For every , there are objectives , with memories respectively, such that has memory exactly . One such example is as follows: let and and contains at least two infinitely often. We can see that , and have memory, respectively, , and by building the Zielonka tree of these objectives and applying [19, Thms. 6, 14].
The rest of the section is devoted to the proof of Theorem 12. We explicit a construction for the union of two parity automata, inspired from the Zielonka tree of the union of two parity conditions, and show that it is -wise -completable.
Union of parity languages.
We give an explicit construction of a deterministic parity automaton recognising the union of two parity languages, which may be of independent interest. This corresponds to the automaton given by the Zielonka tree of the union (a reduced and structured version of the LAR).
We let and . Let and denote the restrictions of and to odd elements. By a slight abuse of notation, we sometimes treat elements in as natural numbers (e.g. when comparing them).
Alphabet. The input alphabet is , and we write letters as . The index of is , we use the letter for its output priorities.
States. States are given by interleavings of two strictly increasing sequences of and . Any state can be taken as initial. For instance, for , an example of a state is:
We use to denote such a sequence, which we index from to , and write for its -th element. For , odd, we let for the index such that . For even, we let be the index such that . We let . We use the same notation for , . For example, in the state above, .
The intuition is that a state stores a local order of importance between input priorities.
Transitions. Let be a state and an input letter. We define the transition as follows:
Let . In the following, we assume (the definition for is symmetric). We let , if even, and if is odd. If is even, we let . If is odd, let be the smallest index such that , and let be the sequence obtained by inserting on the left of (or if no such index exists). Formally,
For example, for the state above, we have:
Lemma 15.
The automaton recognises the language
Proof.
We show that , the other inclusion is similar (and implied by Lemma 19 below). Let , and assume w.l.o.g. that . Let , which is even, and let be so that for all we have . Let
denote the corresponding run in . Let be the index where appears in . Note that the sequence is decreasing. Let be the moment where this sequence stabilises, i.e., for . By definition of the transitions of , for all output priorities are , and priority is produced every time that a letter is read. We conclude that accepts .
-freeness of automata for prefix-increasing objectives.
The fact that is prefix-increasing will be used via the following lemma. It recasts the fact that we can add transitions everywhere to automata recognising prefix-increasing objectives.
Lemma 16.
Let a be prefix-increasing objective with memory . There exists a deterministic -wise -completable automaton recognising and an -completion of such that does not have any transition with priority .
Proof.
First, take any automaton recognising . Then let be obtained by shifting every priority from by . Clearly also recognises and does not have any transition with priority . Then apply Proposition 9 to get a -blowup of which is -wise -completable, and let denote the corresponding -completion. Since has no transition with priority , the only possible such transitions in are -transition. Then remove all -transitions with priority in , and add transitions between all pairs of states in (in both directions).
Clearly, the obtained automaton is -complete and has no transition with priority . There remains to prove that it recognises . Take an accepting run in and observe that the priority is only seen finitely often. Hence from some moment on, the run coincides with a run in . We conclude since is prefix-increasing.
Main proof: -completion of the product.
We now proceed with the proof of Theorem 12. Using Theorem 7, for , we take deterministic -wise -completable automata of index recognising , and its -completion . For , we assume thanks to Lemma 16 that does not have any transition with priority .
We consider the product , with states and transitions if in , in , and in . The correctness of such a construction is folklore.888 can be seen as a Muller automaton with acceptance condition the union of two parity languages. The composition with yields a correct parity automaton, as recognises the acceptance condition.
Claim 17.
The automaton is deterministic and recognises .
Therefore, there only remains to show the following lemma.
Lemma 18.
The automaton is -wise -completable.
The -completion of will be a variant of a product of the form , where is a non-deterministic extension of with more transitions, but which still recognises the same language.
The automaton . Intuitively, we obtain by allowing to reconfigure the elements of index in a state by paying an odd priority , as well as allowing to move elements of to the left. We precise this idea next.
We order the states of lexicographically, where we assume that for and . Formally, we let if for the first position where and differ, (and therefore necessarily ). We let be the prefix of up to (and including) . We write if .
Let be a transition in as above, and be the index determining (i.e. ). The automaton contains a transition if:
-
1.
is odd, and ; or
-
2.
is even, and ; or
-
3.
for some and . (Note that, if is odd, this includes all (possibly even) .)
In words, we are allowed to output a small (i.e. important) priority when following a strict decrease on sufficiently small components in . Note that transitions in also belong to thanks to the rules (1) and (2).
Lemma 19.
The automaton recognises the same language as .
Proof.
It is clear that . We show the other inclusion.
Consider
Let , which is even. Let be the index responsible for producing priority . Let be such that for all . Observe that for all , we have , and therefore there is such that the prefix is the same for all . In fact, the prefix must be constant too, as we can only modify using rule (1.) and that would output priority . Assume w.l.o.g. that . Now, for each it must be that and it must be that each time that priority is produced. Therefore, is even.
The -completion. We define as a version of the cascade product of with , in which -transitions are also allowed to use the transitions of . We let denote the preference ordering over priorities, given by . The transitions in are defined as follows:
-
For : if this transition appears in .
-
if in , in , and in with .
Note that the condition simply allows to output a less favorable priority, so it does not create extra accepting runs. By definition, has been obtained by adding -transitions to . It is a folklore result that composition of non-deterministic automata also preserves the language recognised, so this construction is correct.
Claim 20.
The automaton recognises .
Therefore, we there only remains to prove the following lemma.
Lemma 21.
The automaton is -wise -complete.
The proof idea is as follows: The parts of and the parts of naturally induce a partition of the states of into parts. Then, given two states and in the same part of , we consider the longest common prefix of and . We perform a case analysis: Depending on the priorities of or appearing in this prefix, and the transitions of the automata , , we will find transitions or for all even .
5 Conclusions and open questions
We characterised objectives in with memory (or chromatic memory) as those recognised by a well-identified class of automata. In particular, this gives the first known characterisation of (chromatic) memory for -regular objectives, and proves that it is decidable (in fact even in NP). We also settled (a strengthening of) Kopczyński’s conjecture for objectives. We now discuss some directions for future work.
Memory in finite games.
This paper focuses on games over potentially infinite game graphs. A wide body of literature studies the memory over finite game graphs [24, 6]; we believe that, for -regular objectives, both notions should coincide, and our results should characterise the memory of -regular objectives over finite games too. More precisely, we believe that in item (i) in Theorem 7, it suffices to assume that has memory over games of size , for some finite bound , where is the size of a deterministic automaton representing .
Question 1 (Version of [32, Conjecture 9.1.2]).
The hypothesis on -regularity is necessary, as this statement already fails in the case of positionality and closed objectives [16]. As a follow-up question one could investigate the bound : can it be assumed polynomial?
Exact complexity of computation of memory.
We established that computing the (chromatic) memory of an -regular objective is in NP. In fact, computing the chromatic memory is NP-hard already for simple classes of objectives, such as Muller [8] or safety ones [3]. However, no such hardness results are known for non-chromatic memory.
Question 2.
Given a deterministic parity automaton and a number , can we decide whether the memory of is in polynomial time?
This question is open already for the simpler case of regular open objectives (that is, those recognised by reachability automata).
Assymetric 1-to-2-player lifts.
A celebrated result of Gimbert and Zielonka [22] states that if for an objective both players can play optimally using positional strategies in finite games where all vertices belong to one player, then is bipositonal over finite games. This result has been extended in two orthogonal directions: to objectives where both players require finite chromatic memory [6, 5] (symmetric lift for memory), and to -regular objectives where Eve can play positionally in -player games [10] (asymmetric lift for positionality). In this work, we have not provided an asymmetric lift for memory, as in most cases no such result can hold. For objectives, it is known to fail already for positional objectives [21, Section 7]. For non-chromatic memory, it cannot hold for -regular objectives neither, because of the example described below.
Proposition 22.
Let . For every , the objective
has memory over games where Eve controls all vertices and memory over arbitrary games.
Proof sketch.
The fact that has memory follows from [19].
We sketch the proof that memory states suffice in games where Eve controls all vertices. For each vertex , we let and be the two smallest colours in such that there is a path from producing them, and fix two such finite paths , of minimal length. We define a -memory strategy for Eve as follows: when in a vertex and memory state , she will take the first edge from . If this edge has colour , we update the memory state to . It is an easy check that this strategy ensures . In his PhD thesis, Vandenhove conjectures that an assymetric lift for chromatic memory holds for -regular objectives [32, Conjecture 9.1.2]. This question remains open.
Question 3.
Is there an -regular objective with chromatic memory over games where Eve controls all vertices and chromatic memory over arbitrary games?
Further decidability results for memory.
As mentioned in the introduction, many extensions of -automata (including deterministic -Turing machines and unambiguous -petri nets [20]) compute languages that are in . We believe that our characterisation may lead to decidability results regarding the memory of objectives represented by these models.
Objectives in .
Some of the questions answered in this work in the case of objectives are open in full generality, for instance, the generalised Kopczyński’s conjecture. A reasonable next step would be to consider the class . Objectives in are those recognised by max-parity automata using infinitely many priorities [29]. Our methods seem appropriate to tackle this class, however, we have been unable to extend the extraction techniques used in the proof of Section 3.1.
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