Using Games and Universal Trees to Characterise the Nondeterministic Index of Tree Languages
Abstract
The parity index problem of tree automata asks, given a regular tree language and a set of priorities , is -feasible, that is, recognised by a nondeterministic parity automaton with priorities ? This is a long-standing open problem, of which only a few sub-cases and variations are known to be decidable. In a significant but technically difficult step, Colcombet and Löding reduced the problem to the uniform universality of distance-parity automata. In this article, we revisit the index problem using tools from the parity game literature.
We add some counters to Lehtinen’s register game, originally used to solve parity games in quasipolynomial time, and use this novel game to characterise -feasibility. This provides a alternative proof to Colcombet and Löding’s reduction.
We then provide a second characterisation, based on the notion of attractor decompositions and the complexity of their structure, as measured by a parameterised version of their Strahler number, which we call -Strahler number. Finally, we rephrase this result using the notion of universal tree extended to automata: a guidable automaton recognises a -feasible language if and only if it admits a universal tree with -Strahler number , for some . In particular, a language recognised by a guidable automaton is Büchi-feasible if and only if there is a uniform bound such that all trees in the language admit an accepting run with an attractor decomposition of width bounded by . Equivalently, the language is Büchi-feasible if and only if admits a finite universal tree.
While we do not solve the decidability of the index problem, our work makes the state-of-the-art more accessible and brings to light the deep relationships between the -feasibility of a language and attractor decompositions, universal trees and Lehtinen’s register game.
Keywords and phrases:
Tree automata, parity automata, Mostowski index, Strahler number, attractor decomposition, universal treesCategory:
Track B: Automata, Logic, Semantics, and Theory of ProgrammingCopyright and License:
![[Uncaptioned image]](x1.png)
2012 ACM Subject Classification:
Theory of computation Automata over infinite objectsAcknowledgements:
We are grateful to Marcin Jurdziński for insightful discussions about attractor decompositions at Dagtuhl Seminar 24231, and of course to Dagstuhl for enabling such discussions.Editors:
Keren Censor-Hillel, Fabrizio Grandoni, Joël Ouaknine, and Gabriele PuppisSeries and Publisher:

1 Introduction
Finite-state automata running on infinite structures are fundamental to the theory of verification and synthesis, where they model non-terminating systems. The complexity of an automaton is measured not only by the size of its state-space, but also by the complexity of the acceptance condition. For instance, while the membership and non-emptiness questions for Büchi and coBüchi tree automata are in PTime, for parity automata they are fixed-parameter tractable in the number of priorities in the parity condition, called its index [2]. In the modal -calculus, the logic corresponding to parity tree automata, the alternation depth of a formula – that is, the nesting depth of alternating least and greatest fixpoints – coincides with the index of the corresponding parity automaton.
While for nondeterministic automata over infinite words, the Büchi acceptance condition suffices to recognise all -regular languages [23], the classes of languages recognised by parity tree automata of each index form an infinite hierarchy, often called the parity, Mostowski, or Rabin-Mostowski index hierarchy. In other words, no fixed parity index suffices to recognise all -regular tree languages, and this is the case for both nondeterministic [19], and alternating [1, 17] tree automata. A language is said to be -feasible if it is recognised by a nondeterministic parity automaton of index . The nondeterministic index of an -regular tree language is the minimal index for which it is -feasible. The decidability of the index of a language is one of the major open problems in automata theory.
In the case of infinite words, the deterministic index of a language is decidable in PTime [21]. In the case of infinite trees, however, not much is known. For languages given by deterministic parity automata, deciding their nondeterministic index is decidable [22]. Similarly, deciding if a language is recognisable with a safety/reachibility condition can be done in EXPTIME [26]. CoBüchi-feasibility, as well as the weak feasability of Büchi languages, are also decidable [3, 25]. For the restricted class of game automata (which can be seen as the closure of deterministic automata under complementation and composition), the nondeterministic and alternating index problems are decidable [10]. The most recent advance on the topic is that the guidable index of a language is decidable [20], where guidable automata, introduced by Colcombet and Löding [4], restrict the nondeterminism of the automaton without the loss of expressivity imposed by determinism.
The general nondeterministic index problem remains wide open. However, in a significant step, in 2008, Colcombet and Löding [4] reduced the index problem of a tree language to the uniform universality of distance-parity automata. This remarkable result is, however, quite technical. In this article we present a similar result, (from which Colcombet and Löding’s result can be obtained as a corollary, see Remark 12), using variations of known tools from the parity game literature – namely, attractor decompositions, universal trees, the register index of parity games, and Strahler numbers. These are all notions that (re-)emerged in the aftermath of Calude et al.’s first quasipolynomial algorithm for solving parity games [2] to provide clarity on the newly established complexity bound. Here, we demonstrate that these tools also provide insight into the index hierarchy by using them to reformulate Colcombet and Löding’s result and give an alternative proof.
Let us discuss each of these notions in more detail, in order to state our results.
The register index of parity games and -feasibility.
Parity games are infinite two-player games in which two players, Adam and Eve, take turns moving a token along the edges of a graph labelled with integer priorities. Eve’s goal is to ensure that the infinite path taken by the token satisfies the parity condition, that is, that the highest priority occuring infinitely often along the path is even. The acceptance of a tree by a parity tree automaton is determined by whether Eve wins a parity game based on the input tree and the automaton.
In this article, we use the data-structure introduced in Lehtinen’s quasipolynomial parity game algorithm [15]. Lehtinen reduces solving a parity game to solving a new game, in which Eve must map the original game’s priorities into a smaller priority range using a purpose-built data-structure, while guaranteeing that the sequence of outputs in this smaller range still satisfies the parity condition. Lehtinen shows that for a parity game of size , Eve wins if and only if she also wins this new game with output range , which can be solved in quasipolynomial time.
Here we extend this game to the acceptance parity games of nondeterministic parity tree automata, that is, parity games with unbounded or even infinite arenas. We furthermore add some counters (inspired by the Colcombet and Löding construction), which give Eve some additional (but bounded) leeway in her mapping. We obtain a game that we call the parity transduction game , played over a parity game , parameterised by the output priority range , and the bound on the counters.
Our first contribution is showing that the -feasibility of the language of a guidable automaton (and we can always make the input guidable) is characterised by the existence of an integer such that the parity transduction game with parameters and coincides with the acceptance game of , written for an input tree . In other words, a language is -feasible whenever there is a uniform parameter , such that whenever Eve wins the acceptance game , she also wins the transduction game over it, with output range and parameter .
Theorem 1.
Given a guidable automaton , an index, the following are equivalent:
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is -feasible.
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There exists such that for all -tree , if and only if Eve wins .
This corresponds to our version of the Colcombet-Löding reduction. We then proceed to reinterpret this characterisation in terms of attractor decompositions and universal trees.
Attractor decompositions.
describe the structure of Eve’s winning strategies in a parity game, or, equivalently, of accepting runs of a parity tree automaton. While this notion appears at least implicitly in many seminal works, e.g. Zielonka’s algorithm for parity games [27], Kupferman and Vardi’s automata transformations [14] and Klarlund’s [13] proof of Rabin’s complementation theorem, it has more recently been explicitly studied for mean payoff parity games [6] and parity games [7, 12].
While similar in spirit and structure to progress-measures [11], which count the number of odd priorities that might occur before a higher priority, attractor decompositions are more suitable for parity games on infinite arenas, where Eve might see an unbounded number of odd priorities in a row, as long as she is advancing in the attractor of some larger even priority. While progress measures, bounded by the size of a finite game, can be seen as a way to reduce parity games to safety games, here we use attractor decompositions with bounded structure to reduce the priority range of the parity condition. Like progress-measures, attractor decompositions have a tree-like structure, where the play only moves to the right if a suitably high even priorities occurs. The structure of these trees turns out to be closely tied to the index of a language.
-Strahler number
The Strahler number of a tree consists in the largest such that admits a complete binary tree of height as a minor. Daviaud, Jurdziński and Thejaswini [8] proved an equivalence between the output range that Eve needs in Lehtinen’s game, called the game’s register index, and the Strahler-number of the attractor decompositions of Eve’s strategies. Inspired by this, we define, for , the -Strahler number of a tree , that consists in the largest such that admits a complete -ary tree of height as a minor (by subtree deletion and single-child contraction; we do not allow edge contraction in the presence of siblings). The Strahler number corresponds to our -Strahler number. Our second characterisation of the index of a languages is based on the -Strahler number of attractor decompositions.
Theorem 2.
Given a guidable nondeterministic parity tree automaton , the following are equivalent:
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is -feasible.
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There is an such that for all there exists a run of on with an attractor decomposition of -Strahler number at most .
In particular, Büchi feasibility coincides with the existence of a uniform bound on the width (i.e branching degree) of attractor decompositions needed by Eve. Finally, we restate this result in terms of universal trees, extended to automata, as follows.
Universal trees.
Given a set of ordered trees of bounded depth, a tree is said to be universal for if all can be obtained from by removing subtrees. We then say that is isomorphically embedded in . This elegant notion emerged in the analysis of quasi-polynomial time parity game algorithms, as a unifying combinatorial structure that can be extracted from the different algorithms [5].
We say that an ordered tree is universal for an automaton if for all regular trees in the language of , there exists an accepting run with an attractor decomposition (seen as a tree) that can be isomorphically embedded in .
Then, the -feasibility of the language of a guidable automaton is characterised by the existence of an ordered tree universal for of -Strahler , for some . Büchi-feasibility is equivalent to the existence of a finite universal tree for .
Theorem 3.
Given a guidable nondeterministic parity tree automaton , the following are equivalent:
-
is -feasible.
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There exists an and a tree of -Strahler number at most that is universal for .
While our work does not give us the decidability of the index problem, it provides new tools for tackling it and makes the state-of-the-art more accessible by relating it to other familiar concepts. We hope that the deep link between the index of a language and the structure of attractor decompositions will be helpful for future work. The remarkably simple characterisation of Büchi feasible languages, as those with attractor decompositions of bounded width, or, equivalently a finite universal tree, is particularly encouraging, as deciding Büchi-feasibillity is the next challenge for advancing on the index problem.
A full version of this article, with all the missing proofs, can be found on Arxiv [16].
2 Preliminaries
The set of natural numbers is denoted , the set of strictly positive numbers is denoted . The disjoint union of two sets and is denoted . An alphabet is a finite non-empty set of elements, called letters. and denote the sets ot finite and infinite words over , respectively. For a (possibly infinite) word and , the word consists of the first letters of . For and finite words, denotes the concatenation of and . The length of a finite word is written .
An index is a non-empty finite range of natural numbers . Elements are called priorities. We say that an infinite sequence of priorities is parity accepting (or simply accepting) if , else it is parity rejecting (or rejecting).
2.1 Parity games
For an index, a graph with a countable set of vertices and an edge labeling, we call a -graph, or a parity graph. We work with graphs in which every vertex has at least one successor. A graph (or tree) is said finitely branching if all its vertices have a finite number of exiting edges.
A graph is said even if all its infinite paths are parity accepting. For a parity graph and , the graph is the subgraph restricted to the vertices in . Similarly, for , the graph corresponds to with the restriction of to .
Let a parity graph, and . The attractor of in is the set . Similarly, if , we define its attractor as the set of vertices from which all infinite paths eventually pass by . Note that .
A parity game played by players Eve and Adam consists in a parity graph with a partition of in two sets: , controlled respectively by Eve and Adam. A play of starting in consists in an infinite sequence of edges forming an infinite path starting in . A play is winning for Eve (or simply winning) if is parity accepting, else it is said to be losing (for Eve, and winning for Adam).
A strategy for Eve consists of a function such that, for all play , for all , if ends in a vertex , is an edge from . A play is said to be consistent with the strategy if for all , ending in a vertex of implies that . We say that a Eve strategy is winning from vertex if all plays consistent with starting in are winning. We similarly define strategies for Adam, winning when all plays consistent with them are winning for Adam.
Parity games enjoy positional determinacy: one of the players always wins with a strategy that only depends on the current position [9].
A strategy for Eve in a game induces an Adam-only game played on the unfolding of , from which are removed all the edges that Eve does not choose. This game can be seen as a parity graph, as the partition of the vertex set is now a trivial one, and it is even if and only if Eve’s strategy is winning.
2.2 Attractor decomposition
An attractor decomposition of an even parity graph is a recursive partitionning of . The intuition is that it identifies subgames of in which the top priorities (even) and (odd) do not occur and orders them so that a path must always eventually either stay within a subgame (and never see again), advance in the order (potentially seeing finitely many times in between by advancing through the attractor of a subgame), or see the higher even priority . Each subgame is then decomposed recursively, with respect to the priority . As the number of subgames is countable, such a decomposition witnesses that the parity graph is indeed even. An attractor decomposition has a tree-like structure, induced by the order on the subgames (which corresponds to the order of sibling nodes), and their sub-decompositions.
Given a parity graph with maximal priority at most some even , and an ordinal, a (-level, -width)-attractor decomposition of , if it exists, is recursively defined to be where:
-
,
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is the set of edges in of priority ,
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,
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For every , let and . Then:
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–
is non-empty, such that only contains edges with priorities up to , has no terminal vertices and is closed under successors in ,
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–
is ,
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–
is a (-level, -width)-attractor decomposition of ,
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–
-
,
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A (-height, -width)- and a (-level, -width)-attractor decomposition is just : the entire graph is in the attractor of the edges of highest priority.
Lemma 4.
Given a parity graph that admits an attractor decomposition
, the set is unreachable from in for all and such that .
Proof.
We proceed by transfinite induction on . is unreachable from in since all paths from lead to , which is closed under successors in by definition and is disjoint from (by definition since it is an attractor in , a graph disjoint from for ).
For the induction step, assume is unreachable in from all for . Since is by definition an attractor of in , any path from in ends up in without leaving , and then is closed under successors in . Therefore, all paths from in can only exit by entering . Then, from the induction hypothesis, such a path cannot reach .
Lemma 5.
A parity graph is even if and only if it admits an attractor decomposition.
Proof.
If a parity graph , of maximal priority at most some even , is even, we can construct an attractor decomposition recursively for it as follows. Let be the set of edges of priority and the attractor of .
Then, we define each and for inductively. First let for or an ordinal. is either empty, or is an even parity graph with maximal priority no larger than . Let consist of all positions of from where can not be reached. That is, is even (being a subgraph of ) and only has edges of priority up to If is non-empty, there must be such positions, since otherwise one could build a path which sees infinitely many , contradicting that is an even graph. Let be the attractor of in and let be an attractor decomposition of level of , which we can exhibit by recursion.
Let us assume is non-empty for all countable ordinals . Since all the s are disjoint, their union is uncountable, since there are uncountably many ordinals smaller than . However we only work with countable graphs, which gives a contradiction. Thus must be empty for some countable ordinal . Hence .
For the other direction, assume that a parity graph has an attractor decomposition of level .
We proceed by induction on the level of the attractor decomposition, that is, the number of priorities in . The base case of the unique priority is trivial since all paths are parity accepting.
For the induction step, we observe that any infinite path of must either eventually remain in some for or reach infinitely often, due to Lemma 4. In the latter case, the path is parity accepting since all edges in are of the highest possible priority. In the former case, since each has an attractor decomposition of height , by the induction hypothesis, we are done.
2.3 -trees and automata
A -tree (or just tree) is a function . The set of all -trees is denoted . A tree is regular if it is finitely representable, that is, if it is the unfolding of a rooted graph. We denote the set of regular trees of .
An infinite word is called a branch. Given a tree , a path (along a branch ) is a sequence .
A nondeterministic -parity tree automaton (also called -automaton, or automaton of index ) is a tuple , where is an alphabet, a finite set of states, an initial state, a transition relation; and a priority mapping over the edges. A transition , is said to be from the state and over the letter . By default, all automata in consideration are complete, that is, for each state and letter , there is at least one transition from over in . When an automaton A is known from the context, we skip the subscript and write just , etc.
For , a path from to is a finite transition sequence such that , and with .
A tree is said to be accepted by an automaton if Eve wins a game defined by the product of this tree and the automaton, in which Eve chooses the transitions in and Adam chooses the direction in . More formally, given a tree , and an -automaton , the acceptance game of on , also denoted , is the parity game obtained by taking the product of and . Its arena consists in , where all the positions of the shape are controlled by Eve, and the others by Adam.
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When in a position , Eve chooses a transition of the shape , and the play proceeds to the state . All these transitions have for label the minimal priority in .
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Let and . In a position , Adam chooses either or , and the games then moves towards either or . For , these transitions have priorities and , respectively.
We say that is accepted by if Eve wins . The set of trees accepted by is called the language of and is denoted . We say that recognizes .
If we fix a strategy for Eve, the acceptance game becomes an Adam-only game, called a run of on . We observe that it is played on a parity graph in the shape of a binary tree. We thus observe that a run can be considered as a tree in . This run is won by Adam if and only if there exists a parity rejecting branch. In this case, it called a rejecting run, else it is an accepting run.
If is an -automaton, such a run over induces an -labelling of , which, for convenience, we consider to be on edges.
A set of trees is an -regular tree language if it is of the form for some automaton . It is said to be -feasible if furthermore is of index .
2.4 Guidable automata
The notion of a guidable automata was first introduced in [4]. Intuitively, they are automata that fairly simulates all language equivalent automata. Guidable automata are fully expressive [4, Theorem 1] and are more manageable than general nondeterministic automata.
Fix two automata and over the same alphabet . A guiding function from to is a function such that for some (i.e. the function g is compatible with the state and the letter ).
If is a run of over a tree then we define the run as follows. We define inductively in the following fashion: , and supposing to be defined, for , we let to be respectively . We can then define the run as
Notice that directly by the definition, the tree is a run of over .
We say that a guiding function preserves acceptance if whenever is an accepting run of then is an accepting run of . We say that an automaton guides an automaton if there exists a guiding function which preserves acceptance. In particular, it implies that .
An automaton is guidable if it can be guided by any automaton such that (in fact one can equivalently require that , see [18, Remark 4.5]). We will use the following fundamental theorem, stating that guidable automata are as expressive as non-deterministic ones.
Theorem 6 ([4, Theorem 1]).
For every regular tree language , there exists a guidable automaton recognizing . Moreover, such an automaton can be effectively constructed from any non-deterministic automaton for .
2.5 Ordered trees
We define inductively ordered trees of finite depth. They are either the leaf tree of depth , or a tree where is an ordered tree of finite depth, and is a well-ordered countable set. The children, siblings and subtree relation are defined in the usual way. We denote the order relation between the siblings of a tree . That is, for , we have when for the well-order of . By abuse of notation, we say that if and .
From their definitions, it is clear that attractor decompositions are tree-shaped. To make this explicit, the tree-shape of an attractor decomposition is defined inductively as if , else, defining the tree-shapes of the , has tree-shape . Observe that the width of an attractor decomposition corresponds to an upper-bound on the branching degree of its tree-shape.
We extend the notion of tree-shape to runs: a run has tree-shape if it has an attractor decomposition of tree-shape .
We say that an ordered tree is isomorphically embedded in a tree if either is empty, or of there exists , strictly increasing, such that , is isomorphically embedded in . Intuitively, this implies the existence of a map from the subtrees of to the subtrees of , where the root of is mapped onto the root of , and the children of every node must be mapped injectively and in an order-preserving way onto the children of its image.
Let be a set of ordered trees. We say that a tree is universal for if all the trees of can be isomorphically embedded in .
3 Game characterisation of the parity index
In this section we define priority transduction games, based on the register games from Lehtinen’s algorithm in [15], augmented with some counters. We characterise the -feasibility of a language , where is a guidable automaton, by the existence of a uniform bound such that a tree is in if and only Eve wins the -priority transduction game on , with counters bounded by .
The idea of these priority transduction games is that in addition to playing the acceptance game of an -automaton over a tree , which has priorities in , Eve must map these priorities on-the-fly into the index . In the original games from [15], she does so by choosing at each turn a register among roughly registers. Each register stores the highest priority seen since the last time it was chosen. Then, the output is a priority in which depends on both the register chosen and the parity of the value stored in it. Here, the mechanism is similar, except that we additionally have counters that allow Eve to delay outputting odd priorities a bounded number of times.
Intuitively, the registers, which store the highest priority seen since the last time they were chosen, determine the magnitude of the output, while their content’s parity decides the output’s parity. This allows Eve to strategically pick registers so that odd priorities get eclipsed by higher even priorities occuring soon after. However, a large odd priority occuring infinitely often will force Eve to produce odd outputs infinitely often. The counters give Eve some error margin, whereby she can pick a register containing an odd value without outputting an odd priority, up to times in a row.
Formally, for a priority index (of minimal value assumed to be or for convenience), , the -priority transduction game is a game played by Eve and Adam, over an -parity graph for an index. It has two parameters, the output index and the bound of its counters, and is denoted . A configuration of the game corresponds to a position , a value in for each register for even (if , there is an additionnal register ), and a value between and for each counters with odd such that is a register.
Starting from some initial vertex with counters set to and registers set to the maximal even priority in , the game proceeds as follows at step :
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Adam chooses an exiting edge ; the position becomes .
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Eve chooses a register .
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The game produces the output :
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–
if , (recall that is a register iff ). Else,
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–
if is even, .
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Else, if , it is said to reach before being reset: and . If , Eve loses instantly.
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–
else, and
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–
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If is even, let be the label of the current edge, else Eve chooses an odd such that (choice ). Then the following updates occur :
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Smaller counters are reset : and ,
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–
Registers get updated : and , ,
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–
Eve wins if the infinite sequence of outputs is parity accepting, else Adam wins.
In order to explain two aspects of this game that were not covered in the initial intuition: the minimal register allows Eve to wait, for a finite but unbounded time, for better priorities to override the register contents. It thus corresponds to outputting a minimal odd priority. The choice allows her to break a sequence dominated by many identical odd priorities in a sequence with some greater odd in between, resetting the counters albeit at the cost of witnessing a greater odd priority.111This is a technical adjustement that is convenient in the proof of Proposition 15
Let be a parity game of index , , an index. We define the game as the game where, instead of following a path of parity graph chosen by Adam, it follows an ongoing play of where the player owning the current position chooses its move in at each step, before Eve chooses her register. It corresponds to the composition of with the game . If we fix a strategy for Eve in , we observe that corresponds exactly to the priority transduction game over the Adam-only game induced by in , and that Eve wins if and only if she wins .
Note that is a parity game, and therefore determined.
We show that this transduction game characterises the index of a regular tree language.
See 1
For the upward implication, it suffices to observe that the transduction game is captured by a finite state -automaton describing the register contents and counter values (bounded by ), with nondeterministic choices corresponding to Eve’s choices, and a -parity condition corresponding to the outputs. Then, the -automaton equivalent to is the composition of with this -automaton. The details, which are as one would expect, are in the full version.
Lemma 7.
Let be a priority index and let be a guidable automaton such that there exists such that for all -tree , if and only if Eve wins . Then there exists an automaton of index such that .
The rest of the section focuses on the downward implication of Theorem 1. We first show that Eve can only win for an even parity graph, which implies that Eve loses for any .
Lemma 8.
Let a parity graph. If is not even, then for all , Adam wins
Proof sketch.
If the underlying play in the parity graph sees a maximal odd priority infinitely often, then the most significant register that Eve picks infinitely often contains infinitely often when picked. The counter , which is eventually never reset, reaches infinitely often, making the maximal output priority that occurs infinitely often odd.
Then, it remains to show that if the language of guidable is -feasible, then for some Eve wins for all . To do so, we first analyse the relation between guided and guiding runs, and show that the preservation of global acceptance implies a more local version that resctricts differences in the parity of the dominant priority over long segments of both runs. We will then use this to show that Eve can win the transduction game by using a run of guided by an accepting run of an equivalent -automaton and choosing registers corresponding to the priorities of the guiding run.
The following lemma, obtained by a simple pumping argument (see full version) expresses that between all pumpable pairs of states, that is, pairs of states that are not distinguished by either run, if the guiding run is dominated by en even priority, then so is the guided one.
Lemma 9.
Let be automata, let , let be accepting runs over of and , respectively, where is guided by . We consider these runs as trees in respectively. Given such that , and such that , if the greatest priority encountered between positions and in is even, so is the greatest priority encountered in this segment in .
We now capture this relation with the notion of a labelling being -bounded by the other. Let and be two labellings of a graph (or tree) and let . We say that is -bound by if there is no finite path in , segmented into consecutive paths such that for some odd and some even , the maximal priority on the - and -labels of each are and , respectively.
From Lemma 9 we obtain that the labelling induced by a guided run is -bound by the one induced by its guide, with the product of the sizes of the two automata:
Lemma 10.
Let a guidable automaton. If is -feasible witnessed by an automaton , for , for all -tree , for the run of on guided by an accepting run of over , the labelling induced by is -bound by the labelling induced by .
We use -boundedness to show that Eve can use a run of an equivalent -automaton to choose her registers to win in for accepting run of guided by .
Lemma 11.
Let be indices, , and and two even - and - labelling of the same graph . If is -bound by , Eve wins .
Proof.
We will describe a winning strategy for Eve in . We recall that at each step, she has two choices : the choice of register and the choice of some (choice ). We once again suppose for convenience that . After seeing an edge of priority in , Eve chooses . Given priority seen in , for , Eve chooses the register . This strategy being fixed, let us verify that Eve wins in all plays consistent with . Let such a play.
As is even, its maximal infinitely recurring priority along is even; we denote it (and , as ). We look past the position where we no longer see any priority superior to . Then, as is infinitely recurring, we observe that infinitely often the output is , as this is the default output when choosing the register . Let us show that the game outputs at most times .
If it were to output more than times, then there would be some counter that would reach twice, for some odd . We look at the first time where this counter reaches : after time , the counter has value . We look at the times at which is incremented after , denoted , and note the path between and . Along these paths, we encounter no priority greater than in , nor greater than in , as these would reset (except, possibly, at time where we can witness a after the counter has reached ). Additionally, for , as is incremented at time , then there is a in at the edge preceding (as this priority cannot be ) and at time , after which becomes the priority just seen in . Therefore, between and , we see at least once a in , and at least once a in – and they thus dominate these segments. This contradicts that is -bound by ; therefore the output does not repeat more than times.
If , we set . The hypothesis used for the previous reasoning still hold – initially all counters have value 0 and there is no in – so we obtain that there no counter that reaches , which prevents instant loss. Therefore, the play along is won by Eve, which concludes.
Lemma 8 implies that Eve loses for . If is -feasible as witnessed by a -automaton , then for all , from Lemma 10, Eve has a run that is -bounded by an accepting run of , which, from Lemma 11, implies that Eve wins , concluding the proof of Theorem 1.
Remark 12.
To obtain Colcombet and Löding’s result from ours, it suffices to encode the transduction game as a distance-parity automaton that on an input tree computes a bound on the counters such that Eve wins . Then, like in [4, Lemma 3], there is a distance-parity automaton that is uniformly universal if and only if is -feasible.
4 Characterisation via attractor decompositions
4.1 Strahler number
The Strahler number of a tree, given by the height of the largest full binary tree that appears as a minor, measures the arborescence of a tree. We generalise this notion.
Let . The -Strahler number of a tree of finite depth, denoted , is defined by recurrence:
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if , .
-
Else, . We consider . If there are at least ’s of -Strahler number , . Else, .
The -Strahler number of is at most its depth. Having a -Strahler number is equivalent to having a complete -ary tree of detph as a minor, for the operations of child deletion and replacing a node by one of its children. Figure 1 gives an example.
We say that a parity game has -Strahler number if there exists a strategy , winning for Eve, such that the resulting parity graph admits an attractor decomposition of tree-shape whith -Strahler number .
In the next two sections we prove each direction of the following theorem, using Theorem 1 for the upward implication.
See 2
Remark 13.
Note that this theorem, based on a range , is less precise than Theorem 1, which handles all ranges . This is because the parity of the minimal and maximal priorities are not reflected in the tree-shape of the attractor decomposition. For example, if there is a uniform bound on the lengths of paths in attractors, then there is no need for a minimal odd priority. The maximal even priority on the other hand is not required if there are no edges that go from to with . While the extremal parities are hard to characterise from the attractor decompositions, they are neatly captured by the transduction game.
4.1.1 From feasibility to attractor decompositions
Let be a guidable automaton of index . If is feasible by some automaton , by Lemma 10, there exists and a run guiding such that the resulting run is -bound by . From this, we exhibit an attractor decomposition of of -Strahler number . More precisely these runs over and are considered as an -tree and a -tree, respectively. We will use these two trees in order to exhibit an attractor decomposition of of -Strahler number .
Proposition 14.
Given a tree-shaped graph , finitely-branching and without terminal vertices, two indices and and labellings and such that and are even parity graphs, if is -bound by , then admits an attractor decomposition of -Strahler number at most .
Proof sketch.
In this proof, we begin with an attractor decomposition of , the graph labelled by the run . We then use to refine this decomposition.
Within each , we identify the vertices such that the path leading up to them has seen since entering . We then partition and order the sets into sets such that a path that goes from one such set to another must see in its labelling and in its labelling. The -boundedness condition guarantees that there are no more than of these sets. These sets, with priorities in and bounded by and respectively, have attractor decompositions of -Strahler number up to .
The remaining vertices of form subgames in which does not occur, so they can be decomposed by an attractor decomposition following (even) into subgames in which priorities are dominated by and : these admit attractor decompositions of -Strahler number up to , by induction hypothesis.
Then, assembled into the appropriate order, these up to attractor decompositions of Strahler number up to and arbitrarily many attractor decompositions of -Strahler number up to are used to display the attractor decomposition of -Strahler number at most .
The details of this proof, in the full version, get quite technical, as it handles two different types of sub-decompositions that must be interleaved in the right order, with the appropriate attractors computed in between, while checking that all of the built sets satisfy the requirements to be in an attractor decomposition.
4.1.2 From attractor decomposition to feasibility
For the backward direction of Theorem 2, we show that if Eve has a winning strategy in a game with a corresponding attractor decomposition of -Strahler number , then she can win the corresponding priority transduction game with registers and counters going up to . Then, using Theorem 1, we obtain the required implication.
Proposition 15.
Given a game and , if has -Strahler number , then Eve wins .
Proof sketch.
Given an attractor decomposition of of -Strahler number , we build a winning strategy for Eve in .
The idea of her strategy is that when the underlying parity game takes an edge , Eve identifies the smallest sub-attractor decomposition that contains both and . For technical reasons, if the priority of the move is odd and smaller than the maximal odd priority in the sub-attractor decomposition, then she picks for her choice of priority in the said maximal odd priority. Otherwise, she uses the actual priority of the move.
If the edge advances to the left in the attractor decomposition, Eve picks the smallest register , if it advances to the right (and hence is labelled with a relatively large even priority), she picks the register corresponding to the -Strahler number of the sub-attractor decomposition. If it stays within the same attractor, she picks or depending on the priority of the move.
The technical part of the proof, detailed in the full version, then consists of checking that this strategy is indeed winning. The main idea is that a play will eventually stay in some minimal sub-attractor decomposition, where it will see a maximal even priority from infinitely often. Then, Eve’s strategy ensures that the maximal register used infinitely often corresponds to the -Strahler-number of this decomposition. Since there are at most children of the same -Strahler number, the counters are only incremented up to times before being reset by the occurence of a higher even priority, thus avoiding seeing a large odd output infinitely infinitely often.
Remark 16.
Eve also has a winning strategy in , but the proof is more elaborate, as we need to do a case analysis of the behaviour of the last counter incrementation.
5 Characterisation via universal trees
We now show that the previous characterisations of -feasibility of a guidable automaton can be reformulated in terms of the existence of a universal tree for . Note that in this section we use both trees, which are binary, infinite and inputs to automata, and ordered trees, which are of potentially infinite branching but finite height and describe attractor decompositions.
We say that an ordered tree is universal for an automaton if it is universal for some set of ordered trees such that for all regular trees , Eve has a strategy in with an attractor decomposition of tree-shape in .
See 3
To prove this theorem, we show that that for fixed , there is an infinite ordered tree of -Strahler number and depth that is universal for the set of finite ordered trees of -Strahler number at most and depth at most . Over regular trees, because of the positionality of parity games, Eve’s strategies can be chosen to be regular, which implies that their attractor decompositions can be finite, making universal for guidable automata recognising a -feasible language. For the other direction, we recall that if two tree automata are equivalent over regular trees, they are equivalent over all trees [24].
Let . We define recursively the universal tree of -Strahler number and depth as follows, where denotes the repetition of times the ordered tree :
-
-
When , is undefined.
-
Else, , and by denoting , we have
, with repetitions of (or, if it is not defined, no such repetition). Similarly, if is undefined due to being equal to , these children are omitted.
An example of such a construction can be found in figure 2. Observe that has width greater than as soon as . Furthermore, , has depth , and we establish that it also has -Strahler number exactly :
Lemma 17.
For all , if , then is defined, and .
Proof.
We proceed by induction on ordered by the sum .
-
If , the result is immediate.
-
Else, by induction is defined and has -Strahler number , and if defined has -Strahler number . We observe that , as it has at most children of -Strahler number , and more than children of -Strahler number .
We can now prove its universality:
Lemma 18.
Let be a set of finite ordered trees, all of depth bounded by and -Strahler number at most . Then is universal for .
Proof.
We reason by recurrence on ordered by the sum .
If , then , and is trivially isomorphically embedded in .
Else, let , and we suppose by recurrence that such that , the proposition holds. If , then there is no ordered tree of depth and -Strahler number : they all are of -Strahler number at most . Then, by recurrence, as , is universal for .
Else, , with repetitions of if it is defined (else zero such repetition). Let . By definition, if , it is isomorphically embedded in all ordered trees. Else, for , then , and notably it admits at most ’s of -Strahler number . We denote the corresponding indices with . Denoting the (ordinal) indices of the ’s in , we define , for all . By recurrence, we have that is isomorphically embedded in (as ). All the other ’s are such that , and are thus isomorphically embedded in by recurrence (if , that is. If , these do not exist, as they would be of -Strahler number ). Then, defining and as for all there is only a finite number of such ordered trees between the indices and , we can easily map in order in the corresponding with a map . We finally observe that the function obtained by combining and the different is indeed injective, increasing, and that it maps ’s to ordered trees in which they are isomorphically embedded, and thus describes an isomorphic embedding of in .
Remark 19.
As established by Rabin [24, Theorem 20], a non-empty tree automaton accepts a regular tree, therefore, if two automata are equivalent in , they are equivalent over all trees. This notably implies that, for an automaton and an index, is -feasible over if and only if it -feasible over all trees.
Lemma 20.
Let a guidable -automaton, let a regular tree in . If is -feasible, then there exists a finite attractor decomposition of of -Strahler number at most .
Proof.
As is -feasible, there exists a -automaton that recognizes . As is a regular tree, using the positional determinacy of parity games, we can exhibit the existence of an accepting run of such that is a regular tree. From this, we obtain that the run of guided by is also regular. There thus exists finite graph whose unfolding is , similarly there exists of unfolding . Neither of them has any terminal vertices, else it would imply the existence of terminal vertices in or .
We consider the graph , still finite and without terminal vertices. We then define , consisting of with some memory : for each , it stores whether a was seen in its component since the last in its component, and, conversely, whether has been seen in the component since the last in the component. We denote and the labelling fonctions of in and , respectively. We observe that unfolding on is still induced by the run , and similarly with and . Then, by Lemma 10, is -bound by .
We can then apply a variant of Proposition 14 on and with underlying graph . The graph being finite, it does not satisfy the tree-shaped condition; however this hypothesis is used only twice in the initial proof, to find vertices to which every path has seen a since entering the current and vertices to which every path has seen since the last (through a property we call tightness). As the memory stores exactly this information, we can instead define as the vertices in that saw a since the last , and increases in the star-rank now only take place if the memory states that a was seen since the last sighting of a (intuitively, a state belongs to some if and only if its memory states that a was seen last). The remainder of the proof is identical, and it still builds an attractor decomposition of of -Strahler number , which is finite since is finite.
For the converse direction, by Proposition 15, Eve wins all the for . Conversely, for , by Lemma 8, Eve looses. Therefore, by Lemma 7 (restricting ourselves to the regular trees), we can construct a -automaton recognizing over the regular trees. Therefore is -feasible over the regular trees, and by Remark 19 is thus -feasible.
6 Conclusion
We have given three closely related new characterisations of the -feasibility of -regular tree languages: one via the transduction game, one via attractor decompositions and one via universal trees. While we do not solve the decidability of the index problem, our work brings to light the deep relationships between the tools we are used to manipulate in the context of solving parity games, such as attractor decompositions, universal trees and Lehtinen’s register game, and the -feasibility of a language. In particular, the -Strahler number turns out to have great explanatory power by relating the transduction game, the structure of attractor decompositions and the index of a language.
The Büchi case, which is at the frontier of the state of the art, is particularly appealing because of its simplicity: the language of a guidable automaton is Büchi feasible if and only if there is a finite bound such that Eve can win in the acceptance games with strategies with attractor decompositions of width at most , or, equivalently, if admits a finite universal tree. We hope that these insights will help unlock the next steps in tackling this long-standing open problem.
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