Abstract 1 Introduction 2 Preliminaries 3 Existence of Energy Thresholds in Energy Bidding Games 4 On Threshold Budgets 5 Constructing a Budget Agnostic Winning Strategy for Pres 6 Constructing a Budget Agnostic Winning Strategy for Cons 7 Finding Threshold Budgets is in NP and coNP 8 Discussion References

Mean-Payoff and Energy Discrete-Bidding Games

Guy Avni ORCID Department of Computer Science, University of Haifa, Israel Suman Sadhukhan ORCID Department of Computer Science, University of Haifa, Israel
Abstract

A bidding game is played on a graph as follows. A token is placed on an initial vertex and both players are allocated budgets. In each turn, the players simultaneously submit bids that do not exceed their available budgets, the higher bidder moves the token, and pays the bid to the lower bidder. We focus on discrete-bidding, which are motivated by practical applications and restrict the granularity of the players’ bids, e.g, bids must be given in cents. We study, for the first time, discrete-bidding games with mean-payoff and energy objectives. In contrast, mean-payoff continuous-bidding games (i.e., no granularity restrictions) are understood and exhibit a rich mathematical structure. The threshold budget is a necessary and sufficient initial budget for winning an energy game or guaranteeing a target payoff in a mean-payoff game. We first establish existence of threshold budgets; a non-trivial property due to the concurrent moves of the players. Moreover, we identify the structure of the thresholds, which is key in obtaining compact strategies, and in turn, showing that finding threshold is in NP and coNP even in succinctly-represented games.

Keywords and phrases:
Bidding games, Discrete-bidding, Mean-payoff games, energy games
Copyright and License:
[Uncaptioned image] © Guy Avni and Suman Sadhukhan; licensed under Creative Commons License CC-BY 4.0
2012 ACM Subject Classification:
Theory of computation Algorithmic game theory and mechanism design
; Theory of computation Formal languages and automata theory
Related Version:
Full Version: https://arxiv.org/abs/2509.00506 [13]
Funding:
This research was supported in part by ISF grant no. 1679/21.
Editors:
Stefano Guerrini and Barbara König

1 Introduction

Two-player graph games constitute a fundamental model with applications in reactive synthesis [27] and multi-agent systems [2], and a deep connection to foundations of logic [28]. A game is played on a graph as follows. A token is placed on a vertex and the players move the token throughout the graph to generate an infinite path (play). Two orthogonal characterizations for graph games are (1) the mode by which the players move the token, e.g., in turn-based games, the players alternate turns in moving the token, and (2) the players’ objectives, which determine the winner or utilities in a play.

We study bidding games [22, 23] in which an auction (bidding) determines which player acts in each turn: both players are allocated initial budgets, and in each turn, they simultaneously submit bids that do not exceed their budgets, the higher bidder moves the token, and pays their bid to the opponent. Discrete bidding [20], which is the focus of this paper, impose granularity restrictions: budgets are given in “cents” and the smallest positive bid is a “cent”. In contrast, continuous bidding allows arbitrarily small bids. We study, for the first time, discrete-bidding games with mean-payoff and energy objectives (formally defined in Sec. 2).

The motivation for discrete bidding is practical; every practical application requires some granularity restriction. We describe examples of applications of bidding games.

Auction-based scheduling [11] applies bidding games in a “decoupled” synthesis procedure: given two objectives ψ1 and ψ2, the idea is to independently construct two policies f1 and f2, where policy fi only aims to satisfy ψi, for i{1,2}, and to compose f1 with f2 at runtime using a bidding for who chooses the action in each turn. For example, consider the task of finding a plan for a robot waiter, where ψ1 specifies delivering food and ψ2 specifies collecting dishes. The challenge in [11] is to ensure that the composition of f1 and f2 satisfies ψ1ψ2 even though they are constructed independently. Our work enables a combination of discrete bidding, which, again, is necessary in practice, with quantitative specifications. For example, consider the task of finding a plan for a patrolling robot, where ψi specifies maximizing the time spent at location ti, for i{1,2}.

Fair allocation of resources is timely (e.g., [3, 14]). The goal is to allocate a collection of items to agents in a fair manner. A mechanism based on bidding games is both natural and useful [24, 15]: each agent is allocated an initial budget, and the items are auctioned sequentially. Repeated applications of this mechanism are used for ongoing allocation of resources [21], e.g., daily allocation of GPU time to users. Mean-payoff objectives naturally specify a strong notion of fairness. For example, “in the long-run, the users are scheduled for the same duration of time”. As another example, online advertisement platforms hold auctions for allocation of ad slots [25], then an advertiser might aim to maximize the long-run average daily exposure, again, a mean-payoff objective.

Previous results

Continuous-bidding games.

We briefly survey relevant literature. Continuous-bidding games with reachability objectives were studied in [23, 22] and parity objectives in [5]. The central quantity in these games is the threshold budget, which is roughly a necessary and sufficient initial budget for winning the game. Thresholds satisfy the average property: the threshold in a vertex is the average of two of its neighbors. This leads to an equivalence between bidding games and a class of stochastic games [19] called random-turn games [26].

Mean-payoff continuous-bidding games have been extensively studied. A generalized equivalence with random-turn games was shown in [5]. It implies that, somewhat surprisingly, in a strongly-connected game, the optimal payoff depends only on the structure of the game; that is, a player cannot guarantee a higher payoff, given a higher initial budget. Moreover, intricate equivalences between mean-payoff continuous-bidding games and random-turn games were shown for various bidding mechanisms [6, 7, 8]; including mechanisms for which equivalences in finite-duration games are not known and unlikely to exist.

Discrete-bidding games.

Discrete-bidding games are far less understood than their continuous-bidding counterparts. So far, only qualitative objectives have been studied. Reachability discrete-bidding games were studied in [20]. It was shown that threshold budgets exist and satisfy a discrete version of the average property. Existence of thresholds in infinite-duration games was established in [1], but the question of whether thresholds satisfy the average property was left open. Moreover, in both papers, the algorithms for finding thresholds are exponential when the budgets are given succinctly111More formally, the total budget, later denoted k, is part of the representation of a discrete-bidding game, and we assume throughout the paper that k is represented in binary.; in practice, a succinct representation is appealing since large budgets imply reduced granularity constraints and high precision. Recently, both problems were solved in [12]: thresholds in parity discrete-bidding games were shown to satisfy the average property and based on this, finding thresholds was shown to be in NP and coNP.

Previous results leave a gap in our understanding of mean-payoff bidding games: under continuous-bidding, the literature is a rich, whereas under discrete-bidding, even the basic properties were not known.

Our results

The central quantity that we study in mean-payoff games is threshold budgets, which we define as follows: for a target payoff c for Max, the threshold budget is necessary and sufficient for guaranteeing payoff c. Before elaborating on our results, we point to an inherent distinction between mean-payoff discrete- and continuous-bidding games: in strongly-connected games, under continuous-bidding, Max can guarantee the same payoff for every initial budget, whereas the following example shows that this is not the case under discrete bidding.

Example 1.

Consider the game that is depicted in Fig. 1. A configuration222Later we will specify only one of the players’ budgets in a configuration and the other budget is implicit. v,BMax,BMin means that the token is placed on v, Max and Min’s budgets are respectively BMax,BMin. Tie breaking is resolved as follows, based on [20]. One of the players (in this case Min) holds the tie-breaking advantage, marked with . Min chooses a bid bBMin and chooses whether she uses the advantage: (i) she uses it by bidding b, then if Max bids bb, she wins and pays Max b, and (ii) she does not use it by bidding b, then Max wins if he bids bb.

We describe optimal plays that arise from optimal play of both players. Note that upon winning a bidding, it is optimal for Min and Max to proceed left and right, respectively. We write cbMax,bMinc to indicate that c results from configuration c when the players respectively bid bMax and bMin. First, the optimal play from v0,1,0 is v0,1,00,0v2,1,00,0v0,1,00,0v2,1,0 with corresponding path (v0,v2)ω whose payoff is 32. Second, consider the configuration v0,0,1, in which Max has less budget. The optimal play is v0,0,10,1v1,1,00,0v0,1,01,0v2,0,10,0v0,0,1 with corresponding path (v0,v1,v0,v2)ω with payoff 14. This is a key distinction from continuous-bidding. There, the optimal payoff that Max can guarantee does not depend on the initial budget; it is roughly 1 in this game, for every positive initial budget.

Figure 1: A mean-payoff discrete bidding game where optimal payoff depends on the initial budget.

Technically, we study energy games, and the results directly apply to mean-payoff bidding games, similar to turn-based games (e.g., [17]). An energy bidding game is played between Consumer (Cons) and Preserver (Pres) on a weighted graph. A play π corresponds to an infinite sequence of weights. Fix an initial energy M. Cons’s goal is to “consume” the energy; formally, Cons wins iff there is a prefix of length m such that M+𝗌𝗎𝗆(πm)<0.

We study two types of thresholds in energy games. First, we show existence of energy thresholds; for every initial vertex v, for every initial budget B, we show that there exists an initial energy, denoted Energy(v,B) that is both necessary and sufficient for Pres to guarantee winning. We point out that existence of energy thresholds implies determinacy, namely from each initial configuration, one of the players has a (pure) winning strategy. Bidding games are formally a subclass of concurrent games [2], the latter are not determined; e.g., neither player has a winning strategy in “matching pennies”. Still, we show that energy bidding games are a determined subclass of concurrent games (see also [1, 16]). Second, we define threshold budgets in energy bidding games. Before describing the definition, note that at v, there could be a budget B for which Pres loses with every initial energy. A simple example is a sink with a negative self loop. In such cases, Energy(v,B)=. Further note that Energy(v,B) increases as B decreases. We define the threshold in a vertex v, denoted 𝑇ℎ(v), as the minimal budget B such that Energy(v,B) is finite.

A key result in the paper shows that 𝑇ℎ satisfies the average property. This is an important ingredient in constructing concise budget agnostic strategies, which ignore “excess” budget; more formally, at vertex v, for budget B𝑇ℎ(v), a budget agnostic strategy acts in B and B as if the budget is 𝑇ℎ(v) and 𝑇ℎ(v), respectively. Existence of winning budget agnostic strategies is key in proving that finding threshold budgets333Formally, given a game, a vertex v, and a value t, decide whether 𝑇ℎ(v)t. is in NP and coNP.

Comparison with previous works.

We establish existence of thresholds via a value-iteration algorithm, similar to the approach in previous works. However, previously, establishing the average property and constructing budget-agnostic strategies was a simple byproduct [20, 12] of the corresponding value-iteration algorithm, and in our case, it is significantly more challenging. In fact, we show in Ex. 24, that our algorithm produces strategies that are not budget agnostic. We circumvent this challenge by developing a novel proof structure. We first establish the average property directly (Thm. 19), from which we obtain “budget agnostic bids”. For both Cons and Pres separately (Sections 5 and 6), we identify certain scenarios in which the value-iteration algorithm’s winning strategies match the budget agnostic bids. This is particularly challenging for Cons, for which we do not have an explicit strategy. These observations are used to show that eventually, our strategies maintain energy invariants like the value-iteration strategies.

Second, interestingly, our constructions are conceptually very different from strategies in mean-payoff continuous-bidding games. There, strategies are not budget agnostic: Max maintains an invariant between accumulated energy and budget so that when the energy increases, both Max’s budget and his bids decrease, thus the strategy is quite the opposite of being budget agnostic. Our strategies are conceptually closer to constructions in turn-based games (e.g., [17]) in that they guarantee that eventually the play avoids “bad cycles”, namely cycles with average weight lower than the target payoff.

2 Preliminaries

We denote as the set of natural numbers including 0 and ={}.

Concurrent games

A bidding game is formally, a succinctly represented concurrent game. We define concurrent games, and then describe the concurrent game that a bidding game corresponds to.

Intuitively, a concurrent game is a two-player game that is played on a graph, where each vertex is associated with a set of allowed actions for each player. The game proceeds as follows. A token is initially placed on a vertex. In each turn, the players simultaneously choose an allowed action, and their joint actions determine the next vertex the token moves to. This generates an infinite path, which determines the winner of the game.

Formally a concurrent game is played on an arena A,Q,λ,δ, where A is a set of actions, Q is a set of states, λ:Q×{1,2}2A specifies the allowed actions for each player at a state, and the transition function is δ:Q×A×AQ. The neighbors of qQ are N(q)={qQ:a1,a2A such that qδ(q,a1,a2)}. For an infinite path π=q0,q1,, we denote the prefix of length m by πm=q0,,qm.

A strategy is intuitively a recipe for playing the game. For i{1,2}, a strategy for 𝑃𝑙𝑎𝑦𝑒𝑟i is a function σi:QA, which prescribes which action to take given a history of the game. We restrict to strategies that choose only allowed actions, that is for a history hQ, a 𝑃𝑙𝑎𝑦𝑒𝑟i strategy chooses an action aiλ(q,i). The play that two strategies σ1 and σ2 and an initial vertex q0 give rise to, denoted play(q0,σ1,σ2), is defined inductively as follows. The play starts from q0. Suppose that the prefix πm of length m1 of play(q0,σ1,σ2) is defined, 𝑃𝑙𝑎𝑦𝑒𝑟i takes action aij=σi(πmqj), for i{1,2}, then the next state is qj+1=δ(qj,a1j,a2j). We say that a play π is consistent with σ1 from q0 if there is σ2 such that π=play(q0,σ1,σ2), and similarly for σ2.

For i{1,2}, we say 𝑃𝑙𝑎𝑦𝑒𝑟i controls a state qQ, if intuitively, the next state is determined solely based on their choice of action. Formally, 𝑃𝑙𝑎𝑦𝑒𝑟 1 controls state q if for any a1λ(q,1) and a2,a2λ(q,2), we have λ(q,a1,a2)=λ(q,a1,a2). The definition is dual for 𝑃𝑙𝑎𝑦𝑒𝑟 2. Turn-based games are a special case of concurrent games, where each state q is controlled by one of the players. Note that a concurrent game which is not turn-based may still have some states which are controlled by one of the players.

Bidding games

A discrete bidding game is played on an arena V,E,k, where V is the set of vertices, E is the set of edges, and k is the total budget in the game. The neighbors of a vertex v, denoted N(v), are N(v)={u:(v,u)E}.

We introduce notation to formalize the tie-breaking mechanism, called advantage-based tie-breaking [20]. We denote the advantage with . Thus, when a player’s budget is B, this means that the player has a budget of B and holds the advantage. Similarly, when we say that a player bids b, we mean that they bid b, and in case a tie occurs, they will use the advantage. Denote ={0,0,1,1,} and [k]={0,0,1,1,k,k}. The integral part of B is denoted |B|. We define two operators and over . We describe how the operators are used. Suppose that 𝑃𝑙𝑎𝑦𝑒𝑟 1’s budget is m and the players bid b1 and b2, respectively. Recall that the higher bidder pays the lower bidder. Thus, when b1>b2, 𝑃𝑙𝑎𝑦𝑒𝑟 1’s budget is updated to mb1, and when b2>b1, 𝑃𝑙𝑎𝑦𝑒𝑟 1’s budget is updated to mb2. Note that xy and xy, for x,y, will not occur in the setting above, still it is useful to define both for convenience and completion. Formally,

Definition 2 ( and operators).

For x,y, we define xy=xy=(x+y), xy=x+y and xy=x+y+1. For x,y, we define xy=(xy), xy=xy and xy=xy. Finally, xy=(xy1).

Consider the natural order over as 0011. We will frequently use the successor and predecessor according to this order: for B, the successor of B is B0 and its predecessor is B0.

Bidding games as concurrent games

Consider an arena 𝒜=V,E,k of a bidding game. The configurations of 𝒜 are 𝒞={v,B:vV,B[k]{k+1}}, where v,B𝒞 means that the token is placed at vertex v and 𝑃𝑙𝑎𝑦𝑒𝑟 1’s current budget is B. Implicitly, 𝑃𝑙𝑎𝑦𝑒𝑟 2’s budget is kB. The arena of the corresponding concurrent game is [k]×V,𝒞,λ,δ, where we define the allowed actions λ and transitions δ next. Choosing an action b,v[k]×V corresponds to bidding b and moving to v upon winning the bidding. Consider a configuration v,B. Define λ(v,B,1)={0,,B}×N(v), that is 𝑃𝑙𝑎𝑦𝑒𝑟 1 must choose a bid within his budget and must move to a neighbor of v upon winning the bidding. Similarly, λ(v,B,2)={0,,kB}×N(v). We define δ next. Suppose that the token is placed on c=v,B, and 𝑃𝑙𝑎𝑦𝑒𝑟i chooses bi,vi, for i={1,2}. If b1>b2, then the token moves to v1,Bb1; that is, 𝑃𝑙𝑎𝑦𝑒𝑟 1 wins the bidding, pays 𝑃𝑙𝑎𝑦𝑒𝑟 2, and moves the token. Dually, if b2>b1, then the token moves to v2,Bb2. The remaining case is b1=b2. Note that this occurs only when the player with the advantage does not use it. In this case, the other player wins the bidding, and the token moves as in the above.

As above, two strategies σ1 and σ2 and an initial configuration c0=v0,B0 give rise to an infinite play play(c0,σ1,σ2)=c0,c1,𝒞ω. We use path(c0,σ1,σ2)=v0,v1, to refer to the path in V,E that corresponds to the play, assuming cj=vj,Bj, for j0.

 Remark 3 (Representation size).

Consider an arena 𝒜=V,E,k of a bidding game. We assume that k is encoded in binary. Thus, the size of 𝒜 is O(|V|+|E|+logk). Note the size (number of configurations) of the explicit concurrent game that corresponds to 𝒜 is k|V|, thus exponentially larger than 𝒜.

Mean-payoff and energy bidding games

Both mean-payoff and an energy bidding games are played on an arena V,E,k,𝗐, where V,E,k is as above, and 𝗐:E{W,,W} is a function that assigns integer weights to edges, W being the largest absolute weight. Consider an infinite path π=v0,v1,. We call the sum of weights traversed by the prefix πm as its energy, 𝗌𝗎𝗆(πm)=0j<m𝗐(vj,vj+1). We define below which player wins in π under the two objectives, and later, in Thm. 15, we will show an equivalence between the two objectives.

Energy objective.

We call the players in an energy game preserver (Pres) and consumer (Cons). Intuitively, the game starts with an initial energy M, Cons’s objective is to drop the energy below 0, and Pres wins otherwise, namely if the energy stays non-negative throughout the whole play. Formally, for an initial energy M, Cons M-wins π if there is m such that M+𝗌𝗎𝗆(πm)<0 and Pres M-wins π if for all m, we have M+𝗌𝗎𝗆(πm)0. We say that Pres M-wins from a configuration v,B if she has a strategy σ such that for every Cons strategy τ, Pres M-wins path(v,B,σ,τ), and the definition for Cons is dual.

Mean-payoff objective.

We call the players in a mean-payoff game maximizer (Max) and minimizer (Min). The payoff of an infinite path, which is Max’s reward and Min’s cost, is the long-run average of the weights traversed. Formally, we define Mean-Payoff(π)=lim infm1m𝗌𝗎𝗆(πm). Max wins in π if Mean-Payoff(π)0 and Min wins π if Mean-Payoff(π)<0. Max wins from a configuration v,B if he has a strategy σ such that for every Min strategy τ, Max wins path(v,B,σ,τ), and the definition for Min is dual.

3 Existence of Energy Thresholds in Energy Bidding Games

In this section, we show existence of an energy threshold, which is a necessary and sufficient energy required for Pres to win from an initial configuration. Importantly, when Pres loses with every initial energy, we call the energy threshold . Formally,

Definition 4 (Energy threshold).

Consider an energy bidding game 𝒢=V,E,k,𝗐. The energy threshold is Energy:V×[k] such that for configuration v,B𝒞:

  • If Energy(v,B)=M, then (1) Pres M-wins from v,B and
    (2) Cons (M1)-wins from v,B.

  • If Energy(v,B)=, for every M, Cons M-wins from v,B.

 Remark 5 (Energy thresholds and determinacy).

We point out that existence of Energy is not trivial. Indeed, as seen Sec. 2, bidding games are succinctly represented concurrent games, and even simple concurrent games are not determined, namely neither player can guarantee winning.444Note that we restrict to pure strategies as opposed to mixed strategies that allow choosing a probability distribution over actions. Existence of Energy implies determinacy of energy bidding games. Indeed, assume that Energy exists, consider an initial configuration c=v,B, and an initial energy level M. Then, if MEnergy(v,B), Pres has a winning strategy and if M<Energy(v,B), Cons has a winning strategy. The game is thus determined.

3.1 Energy thresholds exist in finite-duration games

Fix an energy game 𝒢=V,E,k,𝗐 for the remainder of this section. Let n. The truncated game 𝒢n intuitively favors Pres: she needs to keep the energy non-negative only in the first n turns. We will show existence of energy thresholds in every truncated game, which is still not trivial since 𝒢n is a concurrent game. In the next section we extend to 𝒢.

Formally, for M, Pres M-wins a path π=v0,v1 in 𝒢n if for every mn, we have M+𝗌𝗎𝗆(πm)0 and Cons wins otherwise. We define threshold energies in 𝒢n, denoted Energyn:V×[k], by plugging in the definition of M-wins in 𝒢n in Def. 4. Recall that the minimal possible weight is W, thus an initial energy of nW suffices for Pres to win in 𝒢n. It follows that energy thresholds in 𝒢n are finite.

We show existence of Energyn via an algorithm to compute it. We recursively define μi:V×[k]Y and show that Energynμn. For the base case, Pres always wins in 𝒢0, thus μ0Energy00. For the inductive step, consider a configuration v,B. Intuitively, we define the initial energy μn(v,B) to suffice for winning even when Pres reveals her bid first, Cons responds adversarially, and the game proceeds to a configuration v,B, which requires an energy of μn1(v,B).

We define μn formally. We first define trump:[k]×[k][k] as the minimal bid that lets Cons “trump” a Pres bid and win the bidding. The definition depends on the tie-breaking status: if B and b (Pres has and does not use the advantage), then trump(B,b)=b and otherwise trump(B,b)=b0. Consider a configuration v,B and a Pres bid of b[0,B]. We consider two bidding outcomes: (1) Pres wins the bidding: the next configuration is vwin,Bb, where Pres chooses vwinN(v), and (2) Cons wins the bidding: the next configuration is vlose,Btrump(B,b)), where Cons chooses vloseN(v). Note that, Cons can win the bidding only if Btrump(B,b)k. The path accumulates energy 𝗐(v,vwin) or 𝗐(v,vlose), respectively. The minimum required energy for Pres to win in the respective cases is:

ewinn(v,B,b) =minvN(v)max{μn1(v,Bb)𝗐(v,v),0} (1)
elosen(v,B,b) =maxvN(v)max{μn1(v,Btrump(B,b))𝗐(v,v),0} (2)

We stress that both elosen(v,B,b)0 and ewinn(v,B,b)0. Moreover, elosen(v,B,b) is defined only when Btrump(B,b)k. Define enextn(v,B,b)=max{ewinn(v,B,b),elosen(v,B,b)} if Btrump(B,b)k, and enextn(v,B,b)=ewin(v,B,b) otherwise. Then,

μn(v,B)=minbBenextn(v,B,b) (3)

A Pres strategy that maintains the energy above μn follows from the construction above, thus we obtain the following.

Lemma 6.

For every v,B and n, Pres μn(v,B)-wins from v,B in 𝒢n.

The following lemma, whose proof can be found in the full version [13], shows that an energy of μn(v,B) is necessary for Pres to win. The proof proceeds by showing that for every Pres strategy, Cons has a winning response. Existence of a winning strategy for Cons follows from determinacy of reachability discrete-bidding games [20, 1].

Lemma 7.

For every v,B and n, Cons (μn(v,B)1)-wins from v,B in 𝒢n.

Combining Lem. 6 and 7, we obtain the following.

Theorem 8.

For every n0, Energyn exists. Moreover, we have Energynμn.

3.2 Extending to un-bounded energy games

In this section, we show existence of energy thresholds in unbounded energy games. A first attempt to define μ in unbounded games would be to simply consider the fixed point of the sequence {μn:n0}, however the sequence might not reach a fixed point; indeed, when Energy(v,B)=, every μn(v,B) is finite. Instead, we define a sequence of trimmed functions μ~n:V×[k] (see details in the full version [13]).

μ~n(v,B) {μn(v,B) if μn(v,B)|V|k𝖶 otherwise (4)

Recall that |V|k𝖶 is the largest absolute weight appearing on the arena. In the full version [13], we established monotonicity. Since there are only finitely many different μ~n functions, monotonicity means that the sequence {μ~n:n0} reaches a fixed point.

Lemma 9 (Monotonicity).

For all n0, μ~nμ~n+1. Moreover, for any vertex v, and two budgets B1,B2[k] with B1B2, μ~n(v,B1)μ~n(v,B2).

We denote the fixed point by μ and define the strategy that it gives rise to as follows.

Definition 10.

We define a strategy σVI:V×[k][k]×V. At configuration v,B, we define b,u=σVI(v,B) as follows. First, replace μn1 with μ in Eq. 1 and Eq. 2, which intuitively consider the case that Pres bids b, and identify the necessary energy needed for winning following a bidding win ewin(v,B,b) and a bidding lose elose(v,B,b). To define the necessary energy, we distinguish between the case that overbidding b is a possible Cons action, i.e., Btrump(B,b)<k+1, in which case enext(v,B,b)=max{ewin(v,B,b),elose(v,B,b)}, otherwise enext(v,B,b)=ewin(v,B,b). Then, b=argminbBenext(v,B,b), and u=argminuN(v)max{μ(u,Bb)𝗐(v,u),0}.

We show how Pres wins by maintaining an energy invariant. This is reused in Sec. 5.

Lemma 11.

If μ(v,B)<, then σVI is a Pres’ strategy by which she μ(v,B)-wins from configuration v,B in 𝒢.

Proof.

When μ(v,B)<, we have μ(v,B)=minbBmax{ewin(v,B,b),elose(v,B,b)}.

Consider an initial configuration v0,B0 and an initial energy e0μ(v,B). We describe a Pres winning strategy inductively. Suppose that the game reaches v,B with an accumulated energy of e. Pres maintains that e0+eμ(v,B). Since μ0, it follows that a non-negative energy is preserved throughout the play, and Pres wins. Pres chooses b,u such that b attains the minimum in the definition of μ and v attains the minimum in the definition of ewin. It is not hard to verify that the invariant is maintained: no matter what the next configuration v′′,B′′ is, the accumulated energy e=e+𝗐(v,v′′) satisfies eμ(v′′,B′′).

We show that Cons wins 𝒢 by simulating a winning strategy in a finite game 𝒢n, for a large enough n. This idea is reused in Sec. 6.

Lemma 12.

If μ(v,B)<, then Cons (μ(v,B)1)-wins from v,B in 𝒢. If μ(v,B)=, then for every e, Cons e-wins from v,B in 𝒢.

Proof sketch.

We describe the proof idea and the details can be found in the full version [13]. Assume μ(v,B)=, thus μn(v,B)>|V|k𝖶, for some n. Consider an initial energy e. We construct a Cons strategy τ as follows. Let τn be a (μn(v,B)1)-winning strategy in 𝒢n. Intuitively, τ “simulates” τn and follows its actions. Consider a play πn that is consistent with τn. Note that πn coincides with a prefix of a of a play π in 𝒢 that is consistent with τ. Since τn is winning, πn consumes at least |V|k𝖶 units of energy. Recall that the minimal weight in 𝒢 is W, thus the length of πn is at least |V|k, which implies that πn must contain a negative configuration cycle. Formally, there is an index m, such that πnm=πnχn, where χn is cycle of configurations with 𝗌𝗎𝗆(χn)<0. We define τ to intuitively omit χn and restart the simulation of τn at πn. That is, the next action it chooses is τn(πn). By repeating this process, we obtain that a play π that is consistent with τ consists of only negative cycles and at most n additional configuration, thus e is eventually gets consumed and τ is winning.

Combining Lem. 11 and Lem. 12, we obtain the following.

Theorem 13.

Consider an energy bidding game 𝒢=V,E,k,𝗐. The energy threshold function Energy:V×[k] exists and satisfies μEnergy.

We observe the following about Energy:

Corollary 14.

Energy inherits the monotonicity of μ~n for budgets: for every vertex v, and two budgets B1B2, we have Energy(v,B1)Energy(v,B2).

We close this section by an equivalence between energy and mean-payoff games, proof of which can be found in the full version [13].

Theorem 15.

Consider a game 𝒢=V,E,k,𝗐 and a configuration v,B. If Energy(v,B) is finite, then Max can guarantee non-negative payoff from v,B. If Energy(v,B)=, Min can guarantee negative payoff from v,B.

4 On Threshold Budgets

Our goal is to develop succinct winning strategies. Towards this goal, in this section, we define threshold budgets, identify their mathematical structure, and deduce succinct budget agnostic strategies from this structure.

Recall that Energy(v,B) is the necessary and sufficient initial energy for Pres to win from a configuration v,B. Further recall that Energy(v,B) is (weakly) monotonically increasing as B decreases (a lower initial budget, requires a higher initial energy). The threshold budget is the lowest budget B such that Energy(v,B) is finite.

Definition 16 (Threshold budgets).

Define 𝑇ℎ:V[k]{k+1} such that (1) if Energy(v,B)= for all B[k], then 𝑇ℎ(v)=k+1 and (2) 𝑇ℎ(v)=min{B<k+1:μ(v,B)<} otherwise.

 Remark 17 (Thresholds in mean-payoff games).

Thm. 15 implies that thresholds directly apply to mean-payoff games; 𝑇ℎ(v) is a necessary and sufficient budget for Max to guarantee a non-negative payoff.

In reachability continuous-bidding games [23], the threshold of a vertex v is the average of two of its neighbors, v+ and v, which respectively denote the neighbor with the maximal and minimal threshold. Below, we describe a discrete version of this average property [20].

Definition 18 (Average property).

Consider a graph V,E and k. A function T:V[k]{k+1} satisfies the average property if

T(v)=|T(vT+)|+|T(vT)|2+ε

where vT+=argmaxvN(v)T(v), vT=argminvN(v)T(v), and (1) if |T(vT+)|+|T(vT)| is even and T(vT), then ε=0, (2) if |T(vT+)|+|T(vT)| is odd and T(vT), then ε=1, and (3) otherwise ε=. We often drop T from the notation of vT+ and vT.

The main result in this section states that thresholds in energy games satisfy the average property. Our proof technique is very different from previous works; both for reachability [20] and parity games [12], the proof that thresholds satisfy the average property is a byproduct of a value-iteration algorithm. Our value-iteration algorithm (Sec. 3) focuses on the energy threshold and does not immediately imply the average property for the budget thresholds. Instead, in the full version [13] we proceed as follows. For each vV, we define f(v)|𝑇ℎ(v𝑇ℎ+)|+|𝑇ℎ(v𝑇ℎ)|2+ε as in Def. 18. We show that f𝑇ℎ by showing that for every vertex v, we have Energy(v,f(v))< and Energy(v,f(v)0)=. The proof proceeds by a careful case-by-case analysis.

Theorem 19.

Consider an energy game 𝒢=V,E,k,𝗐,energy. The threshold budget 𝑇ℎ:V[k]{k+1} satisfies the average property.

A budget-agnostic partial strategy

We seek succinct winning strategies, which intuitively choose bids ignoring excess budget.

Definition 20 (Budget agnostic strategy).

Define Trim:V×[k][k] that “trims” excess budget: for v,B with B𝑇ℎ(v), define Trim(v,B) to be whichever of 𝑇ℎ(v) or 𝑇ℎ(v)0 agrees with B on the tie-breaking advantage. A winning strategy f is budget agnostic if for every vV and B𝑇ℎ(v), and every two histories h1,h2 that end in v,B, we have b,u1=f(h1) and b,u2=f(h2).

In fact, in Rem. 40, we will show existence of winning positional budget agnostic strategies.

We proceed as follows. A function T that satisfies the average property gives rise to a partial budget-agnostic strategy fT; namely it assigns to each configuration v,B a pair b,S, where b is a bid and SV is a set of allowed vertices to move to upon winning the bidding. Intuitively, a strategy that agrees with fT maintains a budget invariant (see Lem. 23 below). In subsequent sections, we will construct winning budget-agnostic strategies σagn and τagn for Pres and Cons, respectively, that agree with a partial strategy fT, namely the strategies choose the same bid as fT and choose one of the allowed vertex, thus they maintain a budget invariant. We define the bids and allowed vertices below.

Definition 21 (Bid choice).

Consider a function T:V[k] that satisfies the average property. We define a bid bidT(v,B) in two steps. First, let

bT(v)={T(v)T(v) if T(v)T(v)(|T(v)|+1) otherwise

Second, we define bidT(v,B)=bT(v) when both bT(v) and B belong to either or , and bT(v)0 otherwise.

Intuitively, Pres “attempts” to bid bT(v) at v,B. If bT(v) requires the advantage and B does not have it, Pres bids |bT(v)|+1, which does not require the advantage.

Next, we define the allowed vertices as the neighbors of v that minimize T.

Definition 22 (Allowed vertices).

For a function T that satisfies the average property, the set of allowed vertices at vertex v are: if T(v), then AT(v)={uN(v):T(u)=T(v)}, and otherwise AT(v)={uN(v):T(u)T(v)0}.

Consider a configuration v,B with BT(v). The following lemma shows that choosing an action b,u with b=bidT(v,B) and uAT(v), maintains a budget invariant: no matter how the opponent acts, in the next configuration v,B, we have BT(v). In particular, this implies that a bidT(v,B) is a legal bid, i.e., bidT(v,B)B.

Lemma 23.

[12] Let T be a function that satisfies the average property, and vV. Then, T(v)bT(v)T(v) and T(v)(bT(v)0)T(v+).

5 Constructing a Budget Agnostic Winning Strategy for Pres

In this section we construct a budget-agnostic strategy σagn for Pres. Recall that σVI is the strategy that is constructed by the value-iteration algorithm (see Def. 10). In qualitative games [20, 12], the value-iteration algorithm outputs a budget-agnostic strategy. However, the following example shows that σVI is not budget agnostic.

Example 24.

Consider the energy discrete-bidding game depicted in Fig. 2. Set k=5. Suppose that the game starts from v1,1 with initial energy 2, and we describe a play that is consistent with σVI when Cons responds optimally: v1,10,0v2,11,1v1,20,0v2,20,1v1,30,0v2,33,2t,0. Intuitively, observe that traversing the cycle v1,v2,v1 causes both a decrease in energy and an increase to Pres’s budget. Note that at v2, the bids are 0 until the last visit in which σVI bids 3. Since Cons budget is 2, this forces the game to t, where Pres wins.

The budget agnostic strategy σagn that we construct will always bid 0 at v2. It too is winning, but requires traversing the cycle twice more. Indeed, after two more traversals, we reach configuration v2,5 in which Cons’s budget is 0, and Pres’s bid of 0 is winning. Finally, we note that while an initial energy of 2 suffices for σVI to win from v1,1, σagn requires an initial energy of 5.

Figure 2: A mean-payoff discrete bidding game where σVI and σagn sometimes act differently.

In the full version [13], we prove the following key lemma. It identifies configurations in which the bids chosen by σVI coincide with the bids that are deduced from the average property (Def. 21).

Lemma 25.

Let v,B with B{𝑇ℎ(v),𝑇ℎ(v)0}. Then, σVI(v,B)=bid𝑇ℎ(v,B),u for some uA𝑇ℎ(v).

We define σagn as follows and note that it is budget agnostic by construction. Recall that Trim(v,B) is whichever of 𝑇ℎ(v) or 𝑇ℎ(v)0 agrees with B on the tie-breaking advantage.

Definition 26.

For a configuration v,B with B greater than or equal to 𝑇ℎ(v), we define σagn(v,B)=σVI(v,Trim(v,B)).

Intuitively, σagn enjoys two features. First, since it follows σVI, it maintains an energy invariant as in the proof of Lem. 11. Second, Lem. 25 means that it maintains a budget invariant as in Lem. 23. But Lem. 25 does not apply in all configurations. In the proof of the following theorem, we will show that both features are guaranteed to eventually hold.

Theorem 27.

Consider an energy game 𝒢=V,E,k,𝗐 and a configuration v,B with B𝑇ℎ(v). Then, there exists a finite energy M=(k+1)(𝖶+maxvVEnergy(v,𝑇ℎ(v))) such that σagn M-wins from v,B.

Proof.

Consider a play π=v0,B0v1,B1, consistent with σagn from v,B. We define a function π:[k] that intuitively assigns to each turn i, Pres’s spare change, which is roughly the difference between Bi and the required threshold budget 𝑇ℎ(vi). Formally, π(i)=|Bi𝑇ℎ(vi)|. We first observe that π(i) is monotonically increasing. Indeed, σagn bids at turn i as if the budget is Bi, which suffices to ensure that Bi+1π(i+1)𝑇ℎ(vi+1), thus the spare change is unused and can only increase. Clearly, π is bounded by k, thus it eventually stabilizes; let N0 and r such that π(m)=r, for every mN.

In the full version [13], we show that when π is stable, the energy invariant is maintained. Formally,

Claim 28.

If π(m)=π(m+1) for some m0, then Energy(vm,Trim(vm,Bm))+𝗐(vm,vm+1)Energy(vm+1,Trim(vm+1,Bm+1)).

Suppose that π stabilizes at turn N. Using Claim 28, in the full version [13] we show: (1) Pres wins the suffix from turn N, if the energy is at least Energy(vN,Trim(vN,BN)), and (2) we bound the initial energy that σagn requires to guarantee that at turn N, the energy is at least Energy(vN,Trim(vN,BN)). For (2), intuitively, we partition πN into “patches” such that π is stable within each patch and changes between patches. We show that within each patch, the energy is preserved, and between patches, the energy increases by at most W. Since there are at most k patches, σagn requires factor kW more initial energy than σVI.

6 Constructing a Budget Agnostic Winning Strategy for Cons

In this section, we show existence of a Cons budget-agnostic winning strategy. There are two challenges w.r.t. the construction for Pres. First, the proof that Cons has a winning strategy in a finite energy game (Lem. 7) is existential and, unlike the case of Pres, does not provide an explicit construction. Second, while Pres needs to maintain an energy invariant, Cons needs to “make progress” and consume energy.

Throughout this section, in order to avoid clutter, we use primed notation to refer to Cons’s perspective: we use B to refer to Cons budget, thus configuration v,B (from Cons perspective) refers to v,kB (from Pres perspective), we denote by 𝑇ℎ the threshold from Cons perspective, formally, 𝑇ℎ(v)=(k+1)𝑇ℎ(v), and so on.

Consider a function T:V[k] that satisfies the average property. The complement of T, denoted by T, intuitively represents Cons’s budget when Pres’s budget is T(v)0.

Lemma 29 ([12]).

Consider a function T:V[k]{k+1} that satisfies the average property. The complement of T, denoted T:V[k]{k+1}, is T(v)=(k+1)T(v). Then, T satisfies the average property.

Since 𝑇ℎ satisfies the average property (Thm. 19), its complement 𝑇ℎ also satisfies it.

On winning strategies in finite-duration energy bidding games

Intuitively, our budget-agnostic strategy has two features. First, its bids match the bids derived from 𝑇ℎ (Def. 21), thus it maintains a budget invariant as in Lem. 23. Second, its actions follow some winning strategy τVI,n in a truncated game 𝒢n. This means that it maintains an energy invariant, which implies energy consumption. In this section, we establish properties of τVI,n that enable these features.

We denote by Energyn the energy threshold in 𝒢n from Cons perspective, namely from v,B, Cons can consume Energyn(v,B) units of energy within n turns, but cannot consume Energyn(v,B)+1 units. Formally, Energyn(v,B)=Energyn(v,B)1 where B=kB.

Recall that 𝑇ℎ is defined such that Energy(v,𝑇ℎ(v))= but Energyn(v,𝑇ℎ(v)) is finite, for every n. Intuitively, the following lemma (see the proof in the full version [13]) states that for every energy e, there is a truncated game GN in which Cons e-wins from v,𝑇ℎ(v).

Lemma 30.

For every e< and vV, there exists N such that EnergyN(v,𝑇ℎ(v))e.

Let n. We denote by τVI,n, a Cons strategy that Energyn(v,𝑇ℎ(v))-wins from v,𝑇ℎ(v) in 𝒢. In Lem. 7, we show that τVI,n exists, moreover, it operates on an arena in which each vertex is (v,e,m), where v is a vertex, the current energy is e, and mn is a counter that marks the remaining turns. In the full version [13], we establish the following properties.

Lemma 31.

Consider x=(v,e,m), a Cons budget B𝑇ℎ(v) such that, eEnergym(v,B), and let b,u=τVI,n(x,B). The following hold:

  • There is τVI,n such that τVI,n(x,B)=τVI,n((v,Energym(v,B),m),B)

  • τVI,n maintains an energy invariant, ensuring that the updated energy at the next configuration remains less than or equal to the energy required from that configuration: (i) Cons wins the bidding: e+𝗐(v,u)Energym1(u,Bb), and (ii) Cons loses the bidding: assuming B(b0)<k+1, then e+𝗐(v,v)Energym1(v,B(b0)), for every vN(v).

  • If B{𝑇ℎ(v),𝑇ℎ(v)0} and Energym(v,B)>|V|k𝖶, then b=bid𝑇ℎ(v,B) and uA𝑇ℎ(v).

Intuitively, in the first item, note that v,Energym1(v,B),m is a worse configuration than x for Cons, thus Cons wins in the former by following a winning strategy of the latter. The third item is a key property that is analogous to Lem. 25 for Pres. It identifies inputs such that τVI,n matches the bids derived from 𝑇ℎ.

A budget-agnostic Cons winning strategy

We proceed as follows. We start by defining a budget agnostic strategy τagn, which drops energy from 2|V|k𝖶+1 to |V|k𝖶+1. The definition of τagn is based on τVI,n, and since it operates at high energy levels, we obtain the properties in Lem. 31. Then, we define τagn to simulate τagn and repeatedly omit negative configuration cycles, as in Lem. 12.

We define Trim:V×[k][k]: for v,B with B𝑇ℎ(v), define Trim(v,B) to be 𝑇ℎ(v) or 𝑇ℎ(v)0 that agrees with B on the tie-breaking advantage.

Definition 32.

Let v,B with B𝑇ℎ(v), energy e>|V|k𝖶, and P(e) be the minimal integer such that EnergyP(e)(v,Trim(v,B))e. We define τagn(v,e,B)=τVI,P(e)((v,e,P(e)),Trim(v,B)).

Note that the third item in Lem. 31 implies that τagn is budget agnostic by construction. Indeed, the bid chosen by τVI,P(e) is bid𝑇ℎ(v,B).

Lemma 33.

From a configuration v,B with B𝑇ℎ(v), and initial energy level e02|V|k𝖶, τagn ensures that the energy drops to |V|k𝖶.

Proof Sketch.

Consider a play π consistent with τagn. Similar to the proof of Thm. 27, we define the spare change of Cons π and show that it eventually stabilizes due to the budget invariant that τagn maintains. When π is stable, we show that τagn maintains an energy invariant, which implies that energy is consumed. See details in the full version [13].

We proceed to prove the main result in this section.

Theorem 34.

Consider an energy game G=V,E,k,𝗐. There exists a Cons budget-agnostic strategy τagn that M-wins from every configuration v,B with B𝑇ℎ(v), for every energy M.

Proof.

We proceed similar to the proof of Lem. 12. We observe that any play π consistent with τagn from v,B and initial energy e0=2|V|k𝖶 must contain a negative configuration cycle before reaching energy |V|k𝖶. We define τagn to simulate τagn from (v,e0,B) until such a negative cycle is closed, omit it, and restart the simulation. Since τagn is budget agnostic, so is τagn. By repeating this process, we obtain that a play π^ that is consistent with τagn, consists of only negative cycles and a finitely many additional configurations (see the full version [13] for an upper bound). Thus, τagn is M-winning from v,B, for every energy M.

7 Finding Threshold Budgets is in NP and coNP

We formalize the problem of finding threshold budgets as a decision problem:

Problem 35 (Finding Threshold Budgets).

Given an energy bidding game 𝒢=V,E,k,𝗐, a vertex v, and a budget [k], decide whether 𝑇ℎ(v).

We show that Prob. 35 is in NP and coNP. Our approach is similar to [12]. The core of the algorithm is to decide, given a function T:V[k]{k+1} that satisfies the average property whether T𝑇ℎ. Note that T can be guessed since its size is 𝒪(|V|log(k)).

From bidding games to turn-based games.

We show how to decide T𝑇ℎ and showing that T𝑇ℎ is dual. Given an energy bidding game 𝒢 and T that satisfies the average property, we construct and solve a turn-based energy game GT,𝒢. We describe the idea and the details can be found in the full version [13]. Intuitively, a Pres winning strategy in GT,𝒢 corresponds to a winning budget-agnostic strategy in 𝒢. For each vertex vV, there are two Pres vertices v,B for B{T(v),T(v)0}, which are configurations in 𝒢, and a third copy v,, which is a winning sink for Pres. Vertex v,B in GT,𝒢 simulates configuration v,B~ in 𝒢 with B=Trim(v,B~). Pres can choose any vAT(v). This corresponds to choosing action bidT(v,B),v in 𝒢. Then, Cons responds by either: (1) letting Pres win the bidding and proceeding to v,BbidT(v,B) or (2) win the bidding and choosing the successor vertex u, then the next vertex is u,B~, where B~=B(bidT(v,B)0) if B~{T(u),T(u)0}, otherwise the budget is trimmed to . The weights in GT,𝒢 are derived from 𝒢 such that a play in GT,𝒢 that does not end in a sink, corresponds to a play in 𝒢 that traverses the same sequence of weights.

The following lemma shows soundness of the procedure. Energy in turn-based games is similar to Def. 4; a necessary and sufficient initial energy for Pres to win, see also [18].

Lemma 36.

If Energy(v,B)< in GT,𝒢, for every v with T(v)<k+1, then T𝑇ℎ.

Proof sketch.

We construct a Pres budget-agnostic strategy σ in 𝒢 that simulates the operation of a winning strategy σ in GT,𝒢 as follows. See details in the full version [13]. Suppose that 𝒢 is in v,B~ with B~T(v), then the simulation of GT,𝒢 is in v,Trim(v,B~). We define bidT(v,B),v=σ(v,B~) such that σ chooses v in GT,𝒢. Pres simulates in GT,𝒢, Cons’s response in 𝒢, which we assume wlog, is either 0,u or bidT(v,B)0,u, for some uN(v). If the next vertex in GT,𝒢 is not a sink, we repeat. A sink is reached only when Cons wins the bidding and Pres’s updated budget is B~=B(bidT(v,B)0) with B~>T(u)0. We restart the simulation of GT,𝒢 in u,Trim(u,B). Note that Pres’s spare change has increased, thus a play can end in a sink only finitely often.

We proceed to prove completeness.

Lemma 37.

If T𝑇ℎ, then Energy(v,B)< in GT,𝒢, for every v with T(v)<k+1.

Proof sketch.

Suppose towards contradiction that T𝑇ℎ and for configuration v,B, we have Energy(v,B)= in GT,𝒢 but Energy(v,B)< in 𝒢. Let σagn be a M-winning from v,B in 𝒢 (see Thm. 27) and let τ be a Cons M-winning strategy in GT,𝒢. We simulate σagn against τ in both games. Crucially, the simulation in GT,𝒢 is possible only since the actions that σagn chooses imply that the configuration updates in both games are the same. We obtain two plays, one in 𝒢 and the other in GT,𝒢 with the same sequence of weights, which is a contradiction since Cons M-wins in GT,𝒢 while Pres M-wins in 𝒢. See details in the full version [13].

Finally, we verify T𝑇ℎ. We proceed as before to construct GT,𝒢, except that Pres responds to Cons and sink vertices are winning for Cons, i.e, v, has a (1)-valued self-loop. Dually it follows:

Lemma 38.

If Energy(v,B)= in GT,𝒢, for every v with 𝑇ℎ(v)<k+1, then T𝑇ℎ. If T𝑇ℎ, then Energy(v,B)= in GT,𝒢, for every v with T(v)<k+1.

Since solving mean-payoff turn-based games is in NP and coNP [29], we obtain:

Theorem 39.

Finding threshold budgets in energy bidding game is in NP and coNP.

 Remark 40.

Since there exist optimal strategies in turn-based energy games that are memoryless, the strategies in 𝒢 constructed in Lem. 36 and Lem. 38 strengthen Thm. 27 and Thm. 34: there exists a winning positional budget agnostic strategy σ^agn:V×[k][k]×V such that σ^agn(v,B)=σ^agn(v,Trim(v,B)), for every B𝑇ℎ(v), and similarly for Cons.

8 Discussion

We study, for the first time, a combination of discrete-bidding with mean-payoff and energy objectives. We define threshold budgets, establish existence, and construct concise budget-agnostic winning strategies, which serve as the basis for showing that finding thresholds is in NP and coNP, even when the budgets in the game are represented in binary.

We believe that our work opens the door to extensions and generalizations, which are technically challenging to study in combination with continuous bidding. One example is bidding games in which the players are partially-informed of their opponent’s budgets [9], which is common in practice, but results under continuous bidding are limited due to the demanding technicalities. Other examples that have not yet been consider for mean-payoff objectives include bidding games with charging [4], stochastic transitions [10], and non-zero sum games, which require refined solution concepts [11].

Finally, we point out that our result positions mean-payoff discrete-bidding games in a peculiar state of affairs: on the one hand, solving turn-based mean-payoff games (in NP and coNP but not known to be in P) easily reduces to solving mean-payoff discrete-bidding games with total budget 0, and on the other hand, the result applies to a seemingly exponentially harder problem of finding thresholds in bidding games with budgets given in binary.

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