Abstract 1 Introduction 2 Notations 3 Static Graphs 4 Explicitly represented Temporal Graphs 5 Symbolically represented Temporal Graphs 6 Conclusion References

Temporal Explorability Games

Pete Austin ORCID University of Liverpool, UK Sougata Bose ORCID UMONS – Université de Mons, Belgium Nicolas Mazzocchi ORCID Slovak University of Technology in Bratislava, Slovakia Patrick Totzke ORCID University of Liverpool, UK
Abstract

Temporal graphs extend ordinary graphs with discrete time that affects the availability of edges. We consider solving games played on temporal graphs where one player aims to explore the graph, i.e., visit all vertices. The complexity depends majorly on two factors: the presence of an adversary and how edge availability is specified.

We demonstrate that on static graphs, where edges are always available, solving explorability games is just as hard as solving reachability games. In contrast, on temporal graphs, the complexity of explorability coincides with generalized reachability (𝖭𝖯-complete for one-player and 𝖯𝖲𝖯𝖠𝖢𝖤-complete for two player games). We show that if temporal graphs are given symbolically, even one-player reachability (and thus explorability and generalized reachability) games are 𝖯𝖲𝖯𝖠𝖢𝖤-hard. For one player, all these are also solvable in 𝖯𝖲𝖯𝖠𝖢𝖤 and for two players, they are in 𝖯𝖲𝖯𝖠𝖢𝖤, 𝖤𝖷𝖯 and 𝖤𝖷𝖯, respectively.

Keywords and phrases:
Temporal Graphs, Explorability, Reachability, Games
Copyright and License:
[Uncaptioned image] © Pete Austin, Sougata Bose, Nicolas Mazzocchi, and Patrick Totzke; licensed under Creative Commons License CC-BY 4.0
2012 ACM Subject Classification:
Theory of computation Network games
; Theory of computation Representations of games and their complexity ; Mathematics of computing Graphs and surfaces ; Theory of computation Formal languages and automata theory
Funding:
This work has been supported by the EPSRC, projects EP/V025848/1 and EP/X042596/1 and by the Fonds de la Recherche Scientifique – FNRS under Grant n° T.0188.23 (PDR ControlleRS). The research was mainly performed when N. Mazzocchi was affiliated with the Institute of Science and Technology Austria where he was financed by the ERC-2020-AdG 101020093.
Editors:
Patricia Bouyer and Jaco van de Pol

1 Introduction

Two player zero-sum games on graphs are a common formalism in formal verification, especially reactive synthesis (see e.g. [21, 16, 34, 35]). The two players jointly determine an infinite path stepwise, where the owner of the current vertex gets to extend the path to a valid successor. One player aims to satisfy a given winning condition, such as reaching a target vertex, and the opposing player aims to prevent that. Under very general conditions, that are satisfied here, such games are determined, meaning that exactly one player has a winning strategy that guarantees a favourable outcome for them no matter their opponent’s choices. Solving a game refers to the algorithmic task to determine which player has a winning strategy.

Temporal graphs are a way to model dynamic systems: they extend graphs with discrete and global time and can specify for each edge at which times it can be traversed. Temporal graphs are typically given as sequence of graphs over the same vertex set, an encoding we refer to as explicit. For our purposes this is polynomially equivalent to encoding temporal graphs as ordinary graphs in which (directed) edges carry an explicit list of timestamps, which we also refer to as explicit encodings111This is trivial for timestamps in unary encoding; Allowing binary-encoded timestamps in the input does not impact the complexity of solving explorability games since winning plays necessarily use consecutive times and thus cannot exist if the edge relation is too sparse.. Alternatively, and more interestingly, we consider succinct symbolic representations where the availability of edges is given as logical predicate in the existential fragment of Presburger Arithmetic.

In this paper we study the computational complexity of solving games played on temporal graphs (where players’ choices are required to respect the temporal constraints on edges). Our focus lies on explorability games, where Player 1 wins if and only if all vertices of the graph are visited. Explorability generalizes reachability conditions in the sense that reachability games straightforwardly and in logarithmic space reduce to explorability games. On the other hand, explorability is a special case of so-called generalized reachability conditions of [17], where several target sets are given and at least one vertex must be reached in each.

For the benefit of readers unfamiliar with temporal graphs, or turn-based games, we start by providing some intuition to help appreciate the difficulties caused by the dynamic changes of the arena, as well as the presence of antagonistic choice. Consider first the one-player explorability game played on the arena 𝒜1 in Figure 1(a). Starting in s, Player 1 wins by exploring the graph as stuv. From any other vertex there is no exploring path due to the non-availability of edges at time 0. An easy property that implies non-explorability of static graphs is the presence of two pairwise non-reachable vertices. Indeed, if two such vertices exists then any path can at most see one of them, hence not explore the graph. This can be turned into a full characterization of explorability even in the presence of an opponent (see Lemma 4). However, due to the temporal constraints on edges, this cannot naïvely be extended to temporal graphs. For example, arena 𝒜1 is explorable yet v is not reachable from t starting at time 0, and vice versa. On the other hand, in arena 𝒜2 (Figure 1(b)), for every pair of vertices at least one can reach the other starting at time 0. Yet, from no initial vertex and at no time, 𝒜2 is explorable.

Figure 1(c) demonstrates that even if Player 1 wins the explorability game (as here from vertex s), she may not be able to enforce visiting the vertices in a particular order, as that can be influenced by her opponent’s moves. Dually, as for the game starting in vertex s in 𝒜2, even if Player 2 wins, he may not be able to dictate which vertex is left unexplored.

(a) Arena 𝒜1: explorable from s, not from t,u,v.
(b) Arena 𝒜2: not explorable from any vertex.
(c) Arena 𝒜3: explorable from s but the order is not enforceable.
Figure 1: Examples of games on temporal graphs. Vertices owned by Player 1 are drawn as circles, those owned by Player 2 as diamonds. The labels on edges denote the times at which they are available. Edges without labels are always available.

Related Work.

Temporal graphs have been used to analyse dynamic networks and distributed systems in dynamic topologies, such as dissemination/propagation of information [9, 12, 24, 36] or the spread of diseases [38]. There is a large body of mathematical work that considers temporal generalizations of various graph-theoretic notions and properties [11, 18, 31]. Related algorithmic questions include graph colouring [28], travelling salesman [32], maximal matchings [27], and checking the existence of temporal cliques [29], Eulerian circuits [7], vertex-cover sets [3], and explorability [1, 2, 14] (called exploration). Several prior works on explorability assume structural properties that ensure that the graph is explorable. Questions then focus on the minimal time to explore. Pelc [33] provides several sufficient conditions on temporal graphs to be explorable. Spirakis and Michail [32] showed that without assumptions on the graph, checking explorability can be done in linear time for static graphs and is 𝖭𝖯-complete for temporal graphs. In most of the works, a path in the temporal graph is allowed to wait at a vertex for an unbounded amount of time.

The edge relation is often deliberately left unspecified and sometimes only assumed to satisfy some weak assumptions about connectedness, frequency, or fairness to study the worst or average cases in uncontrollable environments. Depending on the application, one distinguishes between “online” questions (e.g. [19, 26]), where the edge availability is revealed stepwise, as opposed to the “offline” variant where all is given in advance. We refer to [13, 22, 30] for overviews of temporal graph theory and its applications.

Fijalkow and Horn [17] study games with generalized reachability objectives, which generalize not only reachability but also explorability games. Generalized reachability conditions are conjunctions of reachability conditions: Player 1 aims to reach at least one vertex out of each of several target sets. Explorability thus corresponds to the case where every vertex forms a singleton target set. Solving generalized reachability games is 𝖯𝖲𝖯𝖠𝖢𝖤-complete [17], but in polynomial time if all target sets are singletons.

Reachability and parity games played on (symbolically represented) temporal graphs have been introduced in [6]; solving these games is 𝖯𝖲𝖯𝖠𝖢𝖤-complete. The lower bound was shown by reduction from the emptiness problem for unary alternating finite automata, crucially relying on the presence of antagonistic choice. As in [6], our notion of temporal graphs assumes that some edge must be traversed at every unit time. Waiting (not moving the token for a while) as occasionally permitted [30, 3] can be modelled by adding self-loops.

Turn-based games involving temporal constraints have also been studied in the context of games played on the configuration graphs of timed automata [4]. Solving timed parity games is complete for 𝖤𝖷𝖯 [8, 25] and the lower bound already holds for reachability games on timed automata with only two clocks [23]. However, the time in temporal graphs is discrete as opposed to the continuous time semantics in timed automata. A direct translation of (games on) temporal graphs to equivalent timed automata games requires two clocks: one to hold the global time used to check the edge predicate and one to ensure that time progresses one unit per step. Fearnley and Jurdziński [15] showed that the reachability problem (solving one-player reachability games) for two-clock timed automata is already 𝖯𝖲𝖯𝖠𝖢𝖤-hard. Our lower bound constructions have a similar flavour but are incomparable in that they do not re-prove nor are implied by their result. They make crucial use of resetting of clocks which is impossible in our model. Our construction in turn uses either antagonistic choice (Theorem 8) or the more powerful transition guards in symbolic representations (Theorem 9).

Static Explicit Symbolic
One-player Reachability 𝖭𝖫-complete 𝖭𝖫-complete 𝖯𝖲𝖯𝖠𝖢𝖤-complete
[5, Theorem 4.18] [Theorem 6] [Corollary 14]
Explorability 𝖭𝖫-complete 𝖭𝖯-complete 𝖯𝖲𝖯𝖠𝖢𝖤-complete
[Theorem 5] [Theorem 7] [Corollary 14]
Gen. Reach 𝖭𝖯-complete 𝖭𝖯-complete 𝖯𝖲𝖯𝖠𝖢𝖤-complete
[17, Theorem 3] [Theorem 6] [Corollary 14]
Two-player Reachability 𝖯-complete 𝖯-complete 𝖯𝖲𝖯𝖠𝖢𝖤-complete
[21] [Theorem 6] [6, Theorem 2]
Explorability 𝖯-complete 𝖯𝖲𝖯𝖠𝖢𝖤-complete 𝖯𝖲𝖯𝖠𝖢𝖤-hard; In 𝖤𝖷𝖯
[Theorem 5] [Theorem 8] [Corollary 14]
Gen. Reach 𝖯𝖲𝖯𝖠𝖢𝖤-complete 𝖯𝖲𝖯𝖠𝖢𝖤-complete 𝖯𝖲𝖯𝖠𝖢𝖤-hard; In 𝖤𝖷𝖯
[17, Theorem 1] [Theorem 6] [Corollary 14]
Figure 2: A table detailing the computational complexities for the one and two-player variants of reachability, explorability, and generalized reachability games played on static, explicitly and symbolically represented temporal graphs. New results are in boldface.

Contributions.

We study the complexity of solving explorability games and contrast the worst-case complexity for related decision questions for games played on static graphs versus temporal graphs. It turns out that explorability is no harder than reachability on static graphs whereas on temporal graphs, explorability games exhibit the hardness of generalized reachability when the temporal edge availability is given explicitly. For temporal explorability games with a succinct, symbolic representation, we have 𝖯𝖲𝖯𝖠𝖢𝖤-hardness for both variants but a 𝖯𝖲𝖯𝖠𝖢𝖤-𝖤𝖷𝖯 complexity gap for two-player games. Specifically,

  1. 1.

    on static graphs, solving explorability games is complete for polynomial time (and 𝖭𝖫-complete for one-player games);

  2. 2.

    on explicitly represented temporal graphs, explorability games are 𝖯𝖲𝖯𝖠𝖢𝖤-complete (𝖭𝖯-complete in the one-player variant);

  3. 3.

    reachability and thus explorability games on symbolically represented temporal graphs are 𝖯𝖲𝖯𝖠𝖢𝖤-hard even in the single-player variant. This strengthens the known lower bound from [6] which required a second antagonistic player.

Figure 2 summarizes these and related claims. Our most involved constructions are the 𝖯𝖲𝖯𝖠𝖢𝖤 lower bounds, both from the satisfiability of quantified Boolean formulae (QBF).

2 Notations

Definition 1 (Temporal Graphs).

A temporal graph G=(V,E) is a directed graph where V are vertices and E:V22 is the edge availability relation that maps each pair of vertices to the set of times at which the respective directed edge can be traversed. If iE(u,v) we call v an i-successor of u and write uiv. We call G static if for all u,vV, E(u,v) is either or . Its horizon is h(G)=supu,vV(E(u,v)), that is, the largest finite time at which any edge is available, or if no such finite time exists.

Figure 3: The expansion of 𝒜1.

Naturally, one can unfold a temporal graph G into its expansion up to time T{}, which is the static graph GT with vertices V×{0,1,,T,T+1} and (u,θ)(v,θ+1) if and only if θE(u,v). We denote by the expansion of a temporal graph G, its expansion up to its horizon h(G). See for instance Figure 3 for the expansion of a temporal graph 𝒜1 (up to its horizon h(𝒜1)=3).

Complexity bounds for decision problems about temporal graphs very much depend on the representation of the input. We will say a temporal graph is represented explicitly if it is given as sequence of directed graphs, one per unit time from 0 up to its (finite) horizon. We also consider a symbolic representation where the edge relation E is represented as a formula in the existential fragment of Presburger Arithmetic (PA), the first-order theory over natural numbers with equality and addition. That is, the formula Φu,v(x) with one free variable x represents the set of times at which an edge from u to v is available as E(u,v)={nΦu,v(n)true}. We use common syntactic sugar including inequality and multiplication with constants.

In this representation, checking if an edge is available at a given time, i.e., checking whether a given PA formula is satisfied by a given valuation, is 𝖭𝖯-complete (and in polynomial time if the number of quantifiers are fixed) [37, Corollary 1]. The symbolic representation of a temporal graph can be exponentially more succinct than the explicit one: using repeated doubling one can express exponentially large values. This representation is also at most exponentially larger because the Presburger-definable edge relation must be ultimately periodic with base and period at most exponential [20].

Definition 2 (Games on graphs).

A game is played by two opposing players. It consists of a directed graph (V,E), a partitioning V=V1V2 of the vertices into those controlled by Player 1 and Player 2 respectively, and a winning condition. We refer to 𝒜=(V1,V2,E) as the arena of the game.

The game starts with a token on an initial vertex s0V and is turn-based, where in round j, the owner of the vertex occupied by the token moves it to some successor. This way an infinite path ρ=s0s1 called a play is generated based on choices made by each player given the current round and vertex. A play is won by Player 1 if it satisfies the given winning condition, and by Player 2 otherwise.

A strategy for Player i is a recipe for how to move. It is a function σi:VViV from finite paths ending in a vertex s in Vi to some successor. A strategy is winning from sV if Player i wins every play that starts in s and during which all decisions are according to σi.

We call a vertex s winning for Player i if there exists a winning strategy from s, and call the subset of all such vertices the winning region for that player. The main algorithmic question is to solve a game, meaning in other words to compute the winning regions for a given arena and winning condition. We consider the following winning conditions.

  • Reachability towards a given set FV of target vertices. This is satisfied by those plays that eventually visit a vertex in F.

  • Generalized Reachability towards target sets F1,F2,,FkV. This is satisfied by those plays that visit at least one vertex of every target set Fi.

  • Explorability is the condition that asks that eventually every vertex in V is visited.

Note that explorability is a special case of generalized reachability where every vertex siV corresponds to one target set Fi={si}.

We study games played on the expansion of a given temporal graph G=(V,E), where the ownership of vertices and winning condition are defined on the underlying temporal graph G and lifted to the expansion of G. That is, for any time θ and uVi, the vertex (u,θ) is owned by Player i. Similarly, (generalized) reachability conditions are defined in terms of target sets FV and explorability asks to visit every vertex in V.

3 Static Graphs

We first discuss the bounds of explorability games for both one and two player variants, on static graphs, i.e., every edge is available at any time.

Lemma 3.

For every arena 𝒜=(V1,V2,E) and vertices s,tV one can construct (in logarithmic space) an arena =(V1,V2,E) such that V=V1V2, VV, V2=V2 and Player 1 wins the reachability game on 𝒜 from s to t if, and only if, she wins the explorability game on .

Proof.

Without loss of generality, assume that tV1 and that each vertex has at least one outgoing edge. We construct as follows. Firstly, for every edge between vertices v,u, introduce a new vertex [v,u]V1 that can either move to u or reset, i.e. move back to s. Secondly, from target t there exists an edge to every other vertex.

We claim that Player 1 wins the reachability game on 𝒜 if and only if she wins the explorability game on . Indeed, if Player 1 does not win on 𝒜, then she cannot visit t on either arena and therefore loses in both. Conversely, if Player 1 does win on 𝒜, then she can explore by repeatedly moving from s to t; visit a previously unseen vertex, then reset to s. Note that a reduction from a one-player reachability game where Player 1 owns all the vertices will construct another one-player explorability game where this still holds.

The following characterization of explorability games is adapted from [17, Theorem 4], where st denotes that Player 1 wins the reachability game from s with target t.

Lemma 4.

Consider an arena with vertex set V and let sV be an initial vertex. Player 1 wins the explorability game from s if, and only if, both 1) for all u,vV either uv or vu; and 2) for all uV, su.

Proof.

Suppose both conditions 1 and 2 are true. Point 1 implies that there exists a linearization of all n vertices such that v1v2vn. By Point 2 we have that sv1 and therefore there is such a linearization of with v1=s. Consequently, for all 1i<n there exists a Player 1 strategy σi that wins the reachability game from vi to vi+1. Player 1 can follow the σi from vi until vi+1 is reached, then switch to σi+1 and so on, until all vertices have been visited.

Suppose we have an arena where the first condition is false: there are u,vV with uv and vu. Regardless of the starting vertex s, once a play visits u, Player 1 cannot ensure to visit v from then on (or vice versa). Finally, if the second condition is false then there must be one vertex u that Player 1 cannot ensure to visit from s.

Theorem 5.

Solving one-player (respectively two-player) explorability games on a static graph is complete for 𝖭𝖫 (respectively 𝖯).

Proof.

The hardness is a consequence of Lemma 3. Note that the explorability game constructed from a one-player reachability game is also one-player. As one and two-player reachability games are 𝖭𝖫-hard and 𝖯-hard respectively, the lower bounds follow. The upper bounds follow from Lemma 4, observing that at most n2 reachability queries are necessary to verify the two conditions in the lemma. These queries can be done in 𝖭𝖫 in the one-player case, and 𝖯 in the two-player case.

4 Explicitly represented Temporal Graphs

Before discussing explorability games, we first remark that solving reachability and generalized reachability games have the same complexity on explicitly represented temporal graphs and on static graphs. This is because for any temporal graph 𝒜 one can construct its expansion 𝒜, which is only polynomially larger assuming explicit encodings, and modify the winning conditions appropriately to get a game on this static graph: every target vertex v in 𝒜 gives rise to target vertices (v,θ) in 𝒜 for all times 0θh(𝒜).

This reduction allows transferring complexity upper bounds for solving games on static arenas [17].

Theorem 6.

Assuming explicit encodings, solving one-player games on temporal graphs is 𝖭𝖫-complete for reachability conditions and 𝖭𝖯-complete for generalized reachability. Solving two-player games on temporal graphs is 𝖯-complete for reachability and 𝖯𝖲𝖯𝖠𝖢𝖤-complete for generalized reachability.

Note that an explorability game on a temporal graph corresponds to a generalized reachability game on its expansion as outlined above. However, the target sets are no longer singleton sets and therefore the improved (𝖭𝖫. resp. 𝖯) upper bounds provided in [17] for (one resp. two-player) generalized reachability with singleton targets do not apply to explorability on temporal graphs. For example, the explorability game on 𝒜1 (Figure 1) corresponds to the generalised reachability game on its expansion (Figure 3) with targets {s}×4¯, {t}×4¯, {u}×4¯, and {v}×4¯, where 4¯={0,1,2,3,4} are all possible times up to the horizon.

In contrast to games on static arenas, where explorability is not harder than reachability, we will see that on temporal graphs explorability is as hard as generalized reachability.

Theorem 7.

Solving one-player explorability games on an explicit temporal graph is 𝖭𝖯-complete.

Proof.

The 𝖭𝖯-hardness is due to Michail and Spirakis [32, Proposition 2] by reduction from the Hamiltonian Path problem. Indeed, a directed graph with n vertices has a Hamiltonian path if and only if it can be explored in exactly n steps. A matching upper bound can be achieved by stepwise guessing an exploring path of length at most h(G), which is polynomial given that the input graph is explicitly represented.

We now consider the impact of an antagonistic player for explorability on temporal graphs. A key element of our lower bound construction is the interaction of antagonistic choice and the passing of time. Our reduction, from QBF, relies on a time-bounded final “flooding phase” that allows exploration only if sufficient time is left, and which can only be guaranteed by winning the preceding QBF game.

Theorem 8.

Solving two-player explorability games on explicit temporal graphs is 𝖯𝖲𝖯𝖠𝖢𝖤-complete.

Proof.

The upper bound for solving explorability games on a temporal arena 𝒜 follows from solving the generalized reachability game on the expansion of 𝒜, where we have a target set Fi={(vi,θ)θ{0,1,,h(𝒜)}} for every vertex vi of 𝒜. Generalized reachability games can be solved in 𝖯𝖲𝖯𝖠𝖢𝖤 [17, Theorem 1].

We provide a matching lower bound using a reduction from QSAT. Given a QBF formula Φ=x1x2xn.C1C2Ck, we construct a two-player explorability game GΦ on a temporal graph so that Player 1 wins iff Φ is true. Let φ refer to the matrix C1C2Ck of the given formula Φ, that is, each Ci is a disjunction of at most 3 literals. The game GΦ has vertices V=VV{qφ}VliteralsVclause, where

  • the vertices V={q1,q3,,qn}, Vliterals={qx1,q¬x1,qx2,q¬x2,,qxn,q¬xn} and Vclauses={qC1,qC2,,qCk} are controlled by Player 1.

  • the vertices V{q2,q4,,qn1} and {qφ} are controlled by Player 2.

The game is played in 4 phases, each of a fixed length, as follows.

  1. 1.

    In the initial phase, from time 0 to k1, the game starts from qC1 and visits all clause vertices of Vclauses in order and then ends up in the vertex q1 corresponding to the first existential quantifier. Formally, the edges available during this phase are, for all 0i<k, E(qCi,qCi+1)=E(qCk,q1)=[0,k). Edges of the initial phase are drawn in red in the example in Figure 4.

  2. 2.

    The selection phase, from time k to k+2n1, the game visits the vertices corresponding to the quantifiers in order of their appearance in the formula. Depending on whether the quantifier is (or ), Player 1 (respectively Player 2) chooses to visit a vertex corresponding to either a positive or negative literal for each variable. The edges available during this phase are for all 0i<n, E(qi,qxi)=E(qi,q¬xi)=E(qxi,qi+1)=E(q¬xi,qi+1)=E(qxn,qφ)=E(q¬xn,qφ)=[k,k+2n). Corresponding edges are in blue in Figure 4 and corresponds to choosing a valuation for the variables in the formula Φ.

  3. 3.

    The evaluation phase, at time k+2n and k+2n+1, starts from vertex qφ, where Player 2 selects a clause Ci by moving to vertex qCi. Formally, we have for all 0<ik, E(qφ,qCi)={k+2n}. From qCi, Player 1 has the choice to visit a literal vertex q at time k+2n+1 if ¬ is contained in the clause Ci, where is a literal. After this phase, all vertices in VV{qφ}Vclause have been visited as well as half of Vliteral. In Figure 4, edges for the clause selection and literal selection are in green.

  4. 4.

    The game ends after a flooding phase that lasts for exactly n1 steps starting from time k+2n+2. That is, all edges become unavailable from time k+3n+1 onwards. During this phase, an edge is available from a literal vertex qi to both literal vertex qxi+1 and q¬xi+1. Formally, the edges (qi,qi+1), for all 0<i<n and (qn,q1), where j{xj,¬xj}, are available at times [k+2n+2,k+3n+1]. Thus, in this phase Player 1 can visit exactly n1 of the possibly unexplored vertices. The flooding phase is shown in yellow in Figure 4.

Suppose the QBF formula Φ is true. Then the -player has a strategy to assign values to the variables xi (for odd i) to ensure that φ(x) is true. By following the same choices in the selection phase (moving qiqxi if xi is set to true and qiq¬xi otherwise), Player 1 guarantees that when qφ is reached, the jointly chosen variable assignment x satisfies φ. At this point the play has already visited exactly one vertex among qxj and q¬xj for all jn. Moreover, no matter which vertex qCi is chosen by Player 2 in the next step, the corresponding clause Ci is also satisfied by assignment x. By construction, this means there exists a literal jCi such that vertex qj has been visited before. The Player 1 can then move Ciq¬j to end the evaluation phase. Finally, in the flooding phase, Player 1 can freely move to visit the remaining n1 literal vertices not visited thus far. This guarantees that indeed, all vertices have been visited and Player 1 wins the explorability game.

If the QBF instance Φ is not satisfiable, then the -player has a strategy to assign values to the x2i to ensure that φ(x) is false. By following the same choices during the selection phase (moving qiqxi if xi is set to true and qiq¬xi otherwise), Player 2 guarantees that when qφ is reached, the jointly chosen variable assignment does not satisfy Φ, meaning that there is some clause Ci that is not satisfied. In the evaluation phase, the strategy τ then picks qCi as the successor from qφ. Consequently, all successors of qCi must be vertices that have already been seen in the play. This means that exactly n of the literal vertices are not yet visited. However, the game ends after the following n1 of the flooding phase. Therefore, one of the literal vertices must be left unexplored.

Figure 4: The exploration game for QBF formula x1:x2:x3:(C1=x2x3) (C2=¬x1¬x2¬x3) (C3=x1x2) (C4=x1x3), where colours encode edge availibility: red=[0,k), blue=[k,k+2n), green=[k+2n,k+2n+1], yellow=(k+2n+1,k+3n+1].

5 Symbolically represented Temporal Graphs

We now consider games on temporal graphs that are given in a succinct representation. More precisely, we assume that the arena is given as the underlying (static) graph and for every edge, the set of times at which it is available is represented by a formula in the existential fragment of Presburger Arithmetic (PA). Recall that evaluating φ(x) for a given PA formula φ and time x is in 𝖭𝖯. We call this representation of temporal graphs symbolic. Symbolic representations that are equally as powerful as PA, such that they can represent semi-linear sets, include the likes of solving a union of linear equations and commutative context-free grammars [10]. Finding a satisfying valuation for both of these encodings of semi-linear sets has also been shown to be in 𝖭𝖯, much like PA. We use PA as the formulae produced are concise and easy to understand after only a brief viewing. There are other concise encodings (such as the inclusion of the universal fragment of PA) that could be used for a symbolic temporal graph, however the problem of finding membership or satisfiability of a given value may be too complex for the encoding to be efficient. For example, satisfiability with respects to the universal fragment of PA is exponential and not in 𝖭𝖯.

Theorem 9.

Solving one-player symbolic temporal reachability games is 𝖯𝖲𝖯𝖠𝖢𝖤-hard.

Proof.

We reduce QSAT to one-player temporal reachability with symbolic time encoding. Consider a quantified Boolean formula Φ=x1x2xn:φ where φ is a propositional formula with variables in X={x1,,xn}. Without loss of generality assume that the quantifiers alternate strictly, starting and ending with existential quantifiers (introduce at most n+1 useless variables otherwise). We show how to construct the symbolic one-player game GΦ such that Φ is satisfiable if and only if some target vertex of GΦ can be reached. We use elapse of time to encode valuations of variables of Φ. At a time θ0, since φ is quantifier-free, determining whether the valuation νθ:X{0,1} makes Φ true can be checked with a single transition that is available exactly at time θ. The difficulty arises from encoding of the “adversarial” behaviour of universal quantifiers. To do so, we leverage both the graph structure and the Presburger arithmetic.

In our encoding, time is sectored into n segments of 4 bits. The horizon of GΦ is thus h(GΦ)=24n. For every i{1,,n} and time θ{0,,24n1}, we call αi, βi, γi, and δi the four bits of the ith most significant sector, i.e., the bits at indices (4n1)(4i4), (4n1)(4i3), (4n1)(4i2) and (4n1)(4i1) in the binary expansion of θ. In particular, α1=4n1 and δn=0 are respectively the most and the least significant bits. Intuitively, in the sequel we use βi to represent the chosen value of variable xiX, we control overflows of βi with assumption on αi and γi, and δi is an extra bit acting as buffer, to allow spending time without influencing the others. In the sequel, we define constrains on such bits. To do so, for all k{0,,4n1} and all v{0,1}, we require the kth least significant bit of a given time θ{0,,24n1} to be v. This can be expressed thanks to following Presburger formula, which states that the kth least significant bit in the binary expansion of θ equals v.

Ψk,v(θ)=y0:y4n:v0:v4n1:{j=04n1(vj=0vj=1)i.e., vj{0,1}j=04n1(yj=2yj+1+vj)i.e., yj+1 is θj+1(y0=θ)(vk=v)and vk is θ’s kth bit

In the following, we write ξi=v, where ξ{α,β,γ,δ} and v{0,1} as a shorthand for the formula for checking the corresponding bits.

Figure 5: Gadgets to construct GΦ.

In GΦ, each quantifier will have a corresponding vertex. If xiX is existentially quantified, the vertex qi evaluates xi thanks to a self-loop which also set δi=1. In other words, Player 1 can use the self-looping transition of qi for spending time (not more than 2αi steps since αi must be 0) which in particular leaves him possibility to set the bit βi as an encoding the value of xi. Additionally, the non-looping transition of qi is available only when the bit δi is 1. See the left gadget of Figure 5. Observe that, if qi is entered at time θ where δi=0, there are exactly two times θ0,θ1 when qi can be exited, and θ0 and θ1 only differ on the bit βi. Formally, θ0=θ+2(4n1)(4i1), θ1=θ0+2(4n1)(4i3). This is a direct consequence of the availability of both outgoing transitions of qi leaving only the bit βi as degree of freedom to Player 1. We shall prove that vertices encoding existential quantifiers are the only source of branching in GΦ. If xiX is universally quantified, the self-loop of the vertex qi only serves to set δi=1, the evaluation of xi being driven by vertices encoding existential quantifiers and auxiliary vertices qia, qib and qic. See the right gadget of Figure 5. The vertex qi admits two behaviours. If qi is entered at a time when αi=0, then qi exits toward the vertex encoding the next existential quantifier. Otherwise, αi=1 and then qi backtracks toward the auxiliary vertices of the previous universal quantifier. The elapsing of time while backtracking will set γi2 to 1, and then sets it back to 0. If βi2=0, the side effect of backtracking is to switch βi2 from 0 to 1. Otherwise, βi2=1, and the side effect of backtracking is to switch αi2 from 0 to 1, which triggers a further backtrack in qi2. To end the construction of GΦ, we add two more vertices qφ (to check the valuation of Φ encoded by elapse of time) and q (to end the cascade of backtrack). A complete picture is given when Φ has 5 quantifiers in Figure 6. The quantifier-free Presburger formula φ^ is defined as φ where every positive occurrence xi in φ is replaced by βi=1 in φ^ and every negative occurrence ¬xi is replaced by βi=0. The size of GΦ, in particular the encoding of edges availability is discussed at the end of the proof.

Figure 6: Encoding of a formula with 5 quantifiers to a symbolic one-player game.

Next, we prove that Φ is satisfiable if and only if GΦ admits a path from q1 to q composed of exactly 24n edges, thanks to the unrestricted self-loop on q. The argument holds by induction on the odd number n1 of quantifiers. In the base case, n=1 and GΦ has three vertices q1,qφ and q. We show that when q1 is entered at time 0, it can be exited only at time θ0=1 and θ1=5. By construction, q1 can only be exited toward qφ that has a single outgoing edge toward q. Hence, the edge from qφ to q can only be traversed at time θ0+1=2 or θ1+1=6 where β1=0 and β1=1 respectively. By definition of φ^, the vertex q is reachable if and only if Φ is satisfiable.

Now, assume that Φ has an odd number n3 of quantifiers. Let Φ=x1x2Φ where Φ=x3x4xn:φ. For all v1,v2{false,true}, we denote Φ[x1v1,x2v2] the formula Φ where x1 takes value v1 and x2 takes value v2. Observe that Φ[x1v1,x2v2] is a quantified Boolean formula without free-variable. For all v1,v2{false,true}, by induction hypothesis GΦ[x1v1,x2v2] admits a path from q1 to q composed of exactly 24(n2) edges if and only if Φ[x1v1,x2v2] is satisfiable. Intuitively, we construct such a path of GΦ from q1 to q based on a path of GΦ from q1 to q. This is effective since GΦ[x1v1,x2v2] is a subgraph of GΦ[x1v1,x2v2] where q3 and q2a in GΦ[x1v1,x2v2] match respectively with q1 and q in GΦ[x1v1,x2v2]. In fact, GΦ[x1v1,x2v2] has an horizon of 24(n2) because Φ has n2 quantifiers, and q2a has a self-loop available at all time in this horizon, that is, GΦ[x1v1,x2v2] cannot modify the bits of bit sectors 1 and 2. Also, q3 is entered only when the 4(n2) least significant bits of the time are zero due to the availability of the edge from q2 to q3, and q2a is leaved only if the 4(n2) bits overflow due to as a direct consequence of the availability of the edge from q2a to q2b.

We show that when q1 is entered at time 0, it can be exited only at time θ0=24n4, θ1=24n4+24n2. Then q2 is visited and since in both cases α2=0, by construction, the vertex q3 is visited at time θ0+24n8 or θ1+24n8 (where δ2 switched to 1). Let θ0=θ0+24n8 where β1=0 and θ1=θ1+24n8 where β1=1. In both cases, β2=0. For all k{0,1}, by induction hypothesis, there is a path from q3 at time θk to q2a at time θk+24(n2)1 if and only if Φ[x1k,x20] is satisfiable. If Φ[x10,x20] and Φ[x11,x20] are not satisfiable, then GΦ cannot reach q from q1 and Φ is not satisfiable. Otherwise, the two paths in GΦ that reach q2a at θ0+24(n2)1 and θ1+24(n2)1 can be extended to reach q2 at time θ0+24n6 and θ1+24n6 respectively (where β2 switched to 1). Since α2=0 in both cases, the vertex q3 is visited at time θ0+24n6+24n8 and θ1+24n6+24n8 respectively (where switched to δ2=1). Let θ0′′=θ0+24n6+24n8 where β1=0 and θ1′′=θ1+24n6+24n8 where β1=1. For all v1,v2{false,true}, by induction hypothesis, there is a path from q3 at time θk′′ to q2a at time θk+24(n2)1 if and only if Φ[x1k,x21] is satisfiable. If Φ[x10,x21] and Φ[x11,x21] are not satisfiable, then GΦ cannot reach q and Φ is not satisfiable. Otherwise, the two paths in GΦ that reach q2a at θ0′′+24(n2)1 and θ1′′+24(n2)1 can be extended to reach q2 at time θ0+24n5 and θ1+24n5 respectively (where α2 switched to 1). Since α2=1, the vertex q is visited at time θ0+24n5+1 and θ1+24n5+1 respectively. Hence, GΦ admit a path from q1 to q if and only if there is k{0,1} such that Φ[x1k,x20] and Φ[x1k,x21] are satisfiable, i.e., if and only if Φ is satisfiable.

It is worth emphasizing that, when GΦ admits a path from q1 to q, it can be constructed with a memoryless strategy. In the above reduction, for each vertex qi that encodes an existential quantifier, the inductively constructed strategy aims in qi at evaluating βi such that the next time qφ is visited its outgoing edge will be available. Hence, in qi, the strategy is solely based on the value βi1,,β1. Since the vertices encoding existential quantifiers are the only source of branching in GΦ, the strategy is memoryless.

Finally, we show that the size of GΦ is polynomial in the size of Φ. Here after, the size of the formula corresponds to the number of symbols to write it. The size of a symbolic temporal graphs G, is defined by |G|=|V|+(u,v)V2|E(u,v)|. The graph GΦ has at most 4n+2 vertices, and all availability are expressible by a Presburger formula of polynomial size in |Φ|. Since the horizon of GΦ is 24n, each edge availability can be expressed as a conjunction of at most 4n formulas of the form Ψk,v.

Corollary 10.

Solving reachability games on one-player symbolic temporal graphs with at most K temporal edges is ΣmP-hard, i.e, hard for the m-th level of the polynomial hierarchy, where K2m2+9m2+1.

Proof.

In the proof of Theorem 9, the number of quantifiers in Φ determines the number of temporal edges used in the constructed symbolic temporal graph. The gadget to encode existential quantifiers uses two temporal edges and the one for universal quantifiers uses nine temporal edges, and there is one edge for the quantifier-free formula φ (see Figure 5). Note that if a quantifier block contains more than m variables, we can blow up the number of bits polynomially by having bits βij for 1jm, while keeping the number of temporal edges the same, thus obtaining a reduction from QSAT with a fixed number of quantifiers. A similar ΠmP-hardness also holds for a different choice of m. Note that this is in contrast with the 𝖯𝖲𝖯𝖠𝖢𝖤-hardness proof for two-player reachability games on symbolic temporal graphs, where the problem is 𝖯𝖲𝖯𝖠𝖢𝖤-hard even with just one temporal edge [17, Theorem 1].

A restriction that makes the problem easier is allowing waiting. It is typical in study of temporal graphs to allow waiting for an arbitrary amount of time in temporal paths, i.e., instead of having to take an edge at every timestep, edges are traversed at increasing (but not necessarily consecutive) timesteps. This corresponds to having a loop on all vertices that can be traversed at any time. In case of two-player games, this allows Player 2 to stall infinitely and therefore is not interesting. The following remark states that the explorability on a one-player temporal arena with symbolic encoding becomes easy if waiting is allowed. We show that this holds even for generalized reachability objectives.

Theorem 11.

Assuming symbolic encodings, solving one-player games on temporal graphs with waiting is 𝖭𝖯-complete for reachability, explorability and generalized reachability.

Proof.

The 𝖭𝖯 lower bound follows from checking satisfiability of an existential Presburger formula, which is known to be 𝖭𝖯-complete [37]. Given a PA formula ϕ with no free variables, consider the symbolic temporal graph V={s,t}, such that E(s,t)=defϕ(x) is the only available edge, where x is a variable that does not occur in ϕ. The vertex t is reachable from s if, and only if, ϕ is true. For the upper bound, note that the length of a shortest witnessing path, measured by the number of edges traversed, is at most quadratic in the number of vertices of the graph. The 𝖭𝖯 upper bound can be shown by guessing the vertices visited along a play, together with the time they are visited first. The intermediate path between two such vertices can only visit linearly many vertices as no vertex is repeated in such a path. If a revisit is necessary, there is another path which waits instead. If a path does exist, then the time at which it is visited will at most be exponentially large and consequentially can be guessed in polynomial time. Therefore, by guessing the path and the times at which corresponding edges are taken, we obtain an 𝖭𝖯 algorithm.

 Remark 12.

In [15], Fearnley and Jurdziński introduce counter-stack automata to prove that reachability in two-clock timed automata is 𝖯𝖲𝖯𝖠𝖢𝖤-complete. The model of counter-stack automata bears similarity with the technique used in proof of Theorem 9. Indeed, both rely on a linear ordering of counters (being bits in our model) and that incrementation of a counter can only be performed when the value of all smaller counters is known. When elapse of time sets a bit to 1, the smaller bits are reset to 0. In [15] counters can be reset, which correspond to reset of clocks. Our proof cannot be derived from [15] because time cannot be reset in our setting. Vice versa, our proof uses existential Presburger formula with arbitrarily many variables which is not known to be expressible with a two-clock automata.

Theorem 13.

Solving two-player symbolic temporal generalized reachability games is in 𝖤𝖷𝖯. It is in 𝖯𝖲𝖯𝖠𝖢𝖤 for one-player games.

Proof.

Consider a generalized reachability game G on arena 𝒜=(V1,V2,E) and with targets =F1,Fk. Note that under symbolic encodings, temporal graphs are ultimately periodic, meaning that there are b,p so that for every i>b, iE(u,v) if, and only if, i+pE(u,v). This is because the set of times at which any given edge is available is defined using a Presburger formula and thus semilinear [20]. Moreover, the least common multiple of the periods of the individual edges is therefore a period of (all edges in) the temporal graph and we can bound b and p to be at most exponential in the size of the input.

We can therefore construct an at most exponentially larger reachability game G in which control states record the set of states (of G) that have already been visited, and the time up to and within the period. That is, define the arena 𝒜=(V1,V2,E) where V=V×2V×{0,1,,b+p1} and with edge relation E so that (u,S,θ)(v,S{v},θ) if θE(u,v) and either θ=θ+1 or both θ=b+p1 and θ=b. Player 1 owns a state (u,S,θ) in G iff she owns u in G. Finally, define the reachability target set in the constructed game G as

F={(v,S,θ)V:Fj,vFj, such that vS}.

Notice that any play from (v,,0) in G uniquely corresponds to a play from state s at time 0 in the original game G. The second components within control states in G are non-decreasing and record the set of states visited by the corresponding play in G. By definition of our reachability target F, we see that a play is winning for Player 1 in the constructed reachability game G if, and only if, the corresponding play is winning for Player 1 in the generalized reachability game G.

Note that the size of G is |V||2V|(b+p), where b,p2𝒪(|G|). The claim thus follows from the (known) facts that two-, and one-reachability games can be solved in polynomial time and logarithmic space, respectively.

Corollary 14.

Assuming symbolic encodings, solving one-player games on temporal graphs is 𝖯𝖲𝖯𝖠𝖢𝖤-complete for reachability, explorability and generalized reachability. Solving two-player games on temporal graphs is 𝖯𝖲𝖯𝖠𝖢𝖤-complete for reachability and 𝖯𝖲𝖯𝖠𝖢𝖤-hard and in 𝖤𝖷𝖯 for explorability and generalized reachability.

6 Conclusion

We study the complexities of solving explorability games on temporal graphs, splitting into several cases based on the way temporal edges are defined and whether one or two-players are active.

First, we transfer results for games on static graphs and show that there, solving explorability games is 𝖭𝖫-complete for the one-player and 𝖯-complete for the two-player case.

On explicitly represented temporal graphs in which waiting is permitted, it was known that checking the existence of an exploring path, i.e. the solving one-player explorability games is 𝖭𝖯-complete [30]. We show here that even for the more general case where waiting is not always allowed the problem remains in 𝖭𝖯. We further show that solving two-player games on explicitly represented temporal graphs is 𝖯𝖲𝖯𝖠𝖢𝖤-complete for reachability, explorability, and generalized reachability conditions. The existing lower bound for reachability [6] crucially relies on binary encodings and the presence of an antagonistic player.

The main technical contribution of this work is a strong lower bound for symbolically represented temporal graphs: We show that already single-player reachability (and thus explorability) games are 𝖯𝖲𝖯𝖠𝖢𝖤-hard. Our construction uses specially crafted Presburger constraints to ensure that all possible choices of an “opponent” in a QBF game are verified. Towards upper bounds, we show that even two-player generalized reachability games are solvable in deterministic exponential time, which is better than the exponential space procedure one gets for free (by encoding time into the state space) but not quite matching our lower bound. We conjecture that indeed, solving two-player games for each of these three objectives remains in 𝖯𝖲𝖯𝖠𝖢𝖤, mainly because raising the lower bound remained elusive. To show 𝖤𝖷𝖯-hardness one needs to encode non-trivial and recoverable information into timestamps. Our attempts to reduce from CTL Satisfiability or Countdown Games so far required to either construct Presburger constraints to compare bits that are exponentially far apart in the binary expansion of a given free variable (time), or to construct gadgets that “copy” bitstrings from lower to higher significant bit positions. It is worth noting that any such construction must only be correct for explorability but not for the simpler reachability conditions (which are 𝖯𝖲𝖯𝖠𝖢𝖤-complete [6]).

On the other hand, showing 𝖯𝖲𝖯𝖠𝖢𝖤-membership would require either find a polynomially bounded untimed game gadgets to evaluate any given PA formula or to encode the antagonistic behaviours arithmetically.

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