Mean-Payoff and Energy Discrete-Bidding Games
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 gamesCopyright and License:
2012 ACM Subject Classification:
Theory of computation Algorithmic game theory and mechanism design ; Theory of computation Formal languages and automata theoryFunding:
This research was supported in part by ISF grant no. 1679/21.Editors:
Stefano Guerrini and Barbara KönigSeries and Publisher:
Leibniz International Proceedings in Informatics, Schloss Dagstuhl – Leibniz-Zentrum für Informatik
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 and , the idea is to independently construct two policies and , where policy only aims to satisfy , for , and to compose with 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 specifies delivering food and specifies collecting dishes. The challenge in [11] is to ensure that the composition of and satisfies 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 specifies maximizing the time spent at location , for .
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 , is part of the representation of a discrete-bidding game, and we assume throughout the paper that 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 for Max, the threshold budget is necessary and sufficient for guaranteeing payoff . 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. means that the token is placed on , Max and Min’s budgets are respectively . 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 and chooses whether she uses the advantage: (i) she uses it by bidding , then if Max bids , she wins and pays Max , and (ii) she does not use it by bidding , then Max wins if he bids .
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 to indicate that results from configuration when the players respectively bid and . First, the optimal play from is with corresponding path whose payoff is . Second, consider the configuration , in which Max has less budget. The optimal play is with corresponding path with payoff . 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 in this game, for every positive 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 corresponds to an infinite sequence of weights. Fix an initial energy . Cons’s goal is to “consume” the energy; formally, Cons wins iff there is a prefix of length such that .
We study two types of thresholds in energy games. First, we show existence of energy thresholds; for every initial vertex , for every initial budget , we show that there exists an initial energy, denoted 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 , there could be a budget for which Pres loses with every initial energy. A simple example is a sink with a negative self loop. In such cases, . Further note that increases as decreases. We define the threshold in a vertex , denoted , as the minimal budget such that is finite.
A key result in the paper shows that satisfies the average property. This is an important ingredient in constructing concise budget agnostic strategies, which ignore “excess” budget; more formally, at vertex , for budget , a budget agnostic strategy acts in and as if the budget is and , respectively. Existence of winning budget agnostic strategies is key in proving that finding threshold budgets333Formally, given a game, a vertex , and a value , decide whether . 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 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 , where is a set of actions, is a set of states, specifies the allowed actions for each player at a state, and the transition function is . The neighbors of are . For an infinite path , we denote the prefix of length by .
A strategy is intuitively a recipe for playing the game. For , a strategy for is a function , 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 , a strategy chooses an action . The play that two strategies and and an initial vertex give rise to, denoted , is defined inductively as follows. The play starts from . Suppose that the prefix of length of is defined, takes action , for , then the next state is . We say that a play is consistent with from if there is such that , and similarly for .
For , we say controls a state , if intuitively, the next state is determined solely based on their choice of action. Formally, controls state if for any and , we have . The definition is dual for . Turn-based games are a special case of concurrent games, where each state 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 , where is the set of vertices, is the set of edges, and is the total budget in the game. The neighbors of a vertex , denoted , are .
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 , this means that the player has a budget of and holds the advantage. Similarly, when we say that a player bids , we mean that they bid , and in case a tie occurs, they will use the advantage. Denote and . The integral part of is denoted . We define two operators and over . We describe how the operators are used. Suppose that ’s budget is and the players bid and , respectively. Recall that the higher bidder pays the lower bidder. Thus, when , ’s budget is updated to , and when , ’s budget is updated to . Note that and , for , will not occur in the setting above, still it is useful to define both for convenience and completion. Formally,
Definition 2 ( and operators).
For , we define , and . For , we define , and . Finally, .
Consider the natural order over as . We will frequently use the successor and predecessor according to this order: for , the successor of is and its predecessor is .
Bidding games as concurrent games
Consider an arena of a bidding game. The configurations of are , where means that the token is placed at vertex and ’s current budget is . Implicitly, ’s budget is . The arena of the corresponding concurrent game is , where we define the allowed actions and transitions next. Choosing an action corresponds to bidding and moving to upon winning the bidding. Consider a configuration . Define , that is must choose a bid within his budget and must move to a neighbor of upon winning the bidding. Similarly, . We define next. Suppose that the token is placed on , and chooses , for . If , then the token moves to ; that is, wins the bidding, pays , and moves the token. Dually, if , then the token moves to . The remaining case is . 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 and and an initial configuration give rise to an infinite play . We use to refer to the path in that corresponds to the play, assuming , for .
Remark 3 (Representation size).
Consider an arena of a bidding game. We assume that is encoded in binary. Thus, the size of is . Note the size (number of configurations) of the explicit concurrent game that corresponds to is , thus exponentially larger than .
Mean-payoff and energy bidding games
Both mean-payoff and an energy bidding games are played on an arena , where is as above, and is a function that assigns integer weights to edges, being the largest absolute weight. Consider an infinite path . We call the sum of weights traversed by the prefix as its energy, . We define below which player wins in 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 , Cons’s objective is to drop the energy below , and Pres wins otherwise, namely if the energy stays non-negative throughout the whole play. Formally, for an initial energy , Cons -wins if there is such that and Pres -wins if for all , we have . We say that Pres -wins from a configuration if she has a strategy such that for every Cons strategy , Pres -wins , 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 . Max wins in if and Min wins if . Max wins from a configuration if he has a strategy such that for every Min strategy , Max wins , 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 . The energy threshold is such that for configuration :
-
If , then (1) Pres -wins from and
(2) Cons -wins from . -
If , for every , Cons -wins from .
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 , and an initial energy level . Then, if , Pres has a winning strategy and if , Cons has a winning strategy. The game is thus determined.
3.1 Energy thresholds exist in finite-duration games
Fix an energy game for the remainder of this section. Let . The truncated game intuitively favors Pres: she needs to keep the energy non-negative only in the first turns. We will show existence of energy thresholds in every truncated game, which is still not trivial since is a concurrent game. In the next section we extend to .
Formally, for , Pres -wins a path in if for every , we have and Cons wins otherwise. We define threshold energies in , denoted , by plugging in the definition of -wins in in Def. 4. Recall that the minimal possible weight is , thus an initial energy of suffices for Pres to win in . It follows that energy thresholds in are finite.
We show existence of via an algorithm to compute it. We recursively define and show that . For the base case, Pres always wins in , thus . For the inductive step, consider a configuration . Intuitively, we define the initial energy to suffice for winning even when Pres reveals her bid first, Cons responds adversarially, and the game proceeds to a configuration , which requires an energy of .
We define formally. We first define as the minimal bid that lets Cons “trump” a Pres bid and win the bidding. The definition depends on the tie-breaking status: if and (Pres has and does not use the advantage), then and otherwise . Consider a configuration and a Pres bid of . We consider two bidding outcomes: (1) Pres wins the bidding: the next configuration is , where Pres chooses , and (2) Cons wins the bidding: the next configuration is , where Cons chooses . Note that, Cons can win the bidding only if . The path accumulates energy or , respectively. The minimum required energy for Pres to win in the respective cases is:
| (1) | ||||
| (2) |
We stress that both and . Moreover, is defined only when . Define if , and otherwise. Then,
| (3) |
A Pres strategy that maintains the energy above follows from the construction above, thus we obtain the following.
Lemma 6.
For every and , Pres -wins from in .
The following lemma, whose proof can be found in the full version [13], shows that an energy of 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 and , Cons -wins from in .
Theorem 8.
For every , exists. Moreover, we have .
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 in unbounded games would be to simply consider the fixed point of the sequence , however the sequence might not reach a fixed point; indeed, when , every is finite. Instead, we define a sequence of trimmed functions (see details in the full version [13]).
| (4) |
Recall that is the largest absolute weight appearing on the arena. In the full version [13], we established monotonicity. Since there are only finitely many different functions, monotonicity means that the sequence reaches a fixed point.
Lemma 9 (Monotonicity).
For all , . Moreover, for any vertex , and two budgets with , .
We denote the fixed point by and define the strategy that it gives rise to as follows.
Definition 10.
We define a strategy . At configuration , we define as follows. First, replace with in Eq. 1 and Eq. 2, which intuitively consider the case that Pres bids , and identify the necessary energy needed for winning following a bidding win and a bidding lose . To define the necessary energy, we distinguish between the case that overbidding is a possible Cons action, i.e., , in which case , otherwise . Then, , and .
We show how Pres wins by maintaining an energy invariant. This is reused in Sec. 5.
Lemma 11.
If , then is a Pres’ strategy by which she -wins from configuration in .
Proof.
When , we have .
Consider an initial configuration and an initial energy . We describe a Pres winning strategy inductively. Suppose that the game reaches with an accumulated energy of . Pres maintains that . Since , it follows that a non-negative energy is preserved throughout the play, and Pres wins. Pres chooses such that attains the minimum in the definition of and attains the minimum in the definition of . It is not hard to verify that the invariant is maintained: no matter what the next configuration is, the accumulated energy satisfies .
We show that Cons wins by simulating a winning strategy in a finite game , for a large enough . This idea is reused in Sec. 6.
Lemma 12.
If , then Cons -wins from in . If , then for every , Cons -wins from in .
Proof sketch.
We describe the proof idea and the details can be found in the full version [13]. Assume , thus , for some . Consider an initial energy . We construct a Cons strategy as follows. Let be a -winning strategy in . Intuitively, “simulates” and follows its actions. Consider a play that is consistent with . Note that coincides with a prefix of a of a play in that is consistent with . Since is winning, consumes at least units of energy. Recall that the minimal weight in is , thus the length of is at least , which implies that must contain a negative configuration cycle. Formally, there is an index , such that , where is cycle of configurations with . We define to intuitively omit and restart the simulation of at . That is, the next action it chooses is . By repeating this process, we obtain that a play that is consistent with consists of only negative cycles and at most additional configuration, thus is eventually gets consumed and is winning.
Theorem 13.
Consider an energy bidding game . The energy threshold function exists and satisfies .
We observe the following about Energy:
Corollary 14.
Energy inherits the monotonicity of for budgets: for every vertex , and two budgets , we have .
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 and a configuration . If is finite, then Max can guarantee non-negative payoff from . If , Min can guarantee negative payoff from .
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 is the necessary and sufficient initial energy for Pres to win from a configuration . Further recall that is (weakly) monotonically increasing as decreases (a lower initial budget, requires a higher initial energy). The threshold budget is the lowest budget such that is finite.
Definition 16 (Threshold budgets).
Define such that (1) if for all , then and (2) otherwise.
Remark 17 (Thresholds in mean-payoff games).
Thm. 15 implies that thresholds directly apply to mean-payoff games; 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 is the average of two of its neighbors, and , 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 and . A function satisfies the average property if
where , , and (1) if is even and , then , (2) if is odd and , then , and (3) otherwise . We often drop from the notation of and .
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 , we define as in Def. 18. We show that by showing that for every vertex , we have and . The proof proceeds by a careful case-by-case analysis.
Theorem 19.
Consider an energy game . The threshold budget 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 that “trims” excess budget: for with , define to be whichever of or agrees with on the tie-breaking advantage. A winning strategy is budget agnostic if for every and , and every two histories that end in , we have and .
In fact, in Rem. 40, we will show existence of winning positional budget agnostic strategies.
We proceed as follows. A function that satisfies the average property gives rise to a partial budget-agnostic strategy ; namely it assigns to each configuration a pair , where is a bid and is a set of allowed vertices to move to upon winning the bidding. Intuitively, a strategy that agrees with maintains a budget invariant (see Lem. 23 below). In subsequent sections, we will construct winning budget-agnostic strategies and for Pres and Cons, respectively, that agree with a partial strategy , namely the strategies choose the same bid as 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 that satisfies the average property. We define a bid in two steps. First, let
Second, we define when both and belong to either or , and otherwise.
Intuitively, Pres “attempts” to bid at . If requires the advantage and does not have it, Pres bids , which does not require the advantage.
Next, we define the allowed vertices as the neighbors of that minimize .
Definition 22 (Allowed vertices).
For a function that satisfies the average property, the set of allowed vertices at vertex are: if , then , and otherwise .
Consider a configuration with . The following lemma shows that choosing an action with and , maintains a budget invariant: no matter how the opponent acts, in the next configuration , we have . In particular, this implies that a is a legal bid, i.e., .
Lemma 23.
[12] Let be a function that satisfies the average property, and . Then, and .
5 Constructing a Budget Agnostic Winning Strategy for Pres
In this section we construct a budget-agnostic strategy for Pres. Recall that 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 is not budget agnostic.
Example 24.
Consider the energy discrete-bidding game depicted in Fig. 2. Set . Suppose that the game starts from with initial energy , and we describe a play that is consistent with when Cons responds optimally: . Intuitively, observe that traversing the cycle causes both a decrease in energy and an increase to Pres’s budget. Note that at , the bids are until the last visit in which bids . Since Cons budget is , this forces the game to , where Pres wins.
The budget agnostic strategy that we construct will always bid at . It too is winning, but requires traversing the cycle twice more. Indeed, after two more traversals, we reach configuration in which Cons’s budget is , and Pres’s bid of is winning. Finally, we note that while an initial energy of suffices for to win from , requires an initial energy of .
In the full version [13], we prove the following key lemma. It identifies configurations in which the bids chosen by coincide with the bids that are deduced from the average property (Def. 21).
Lemma 25.
Let with . Then, for some .
We define as follows and note that it is budget agnostic by construction. Recall that is whichever of or agrees with on the tie-breaking advantage.
Definition 26.
For a configuration with greater than or equal to , we define .
Intuitively, enjoys two features. First, since it follows , 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 and a configuration with . Then, there exists a finite energy such that -wins from .
Proof.
Consider a play consistent with from . We define a function that intuitively assigns to each turn , Pres’s spare change, which is roughly the difference between and the required threshold budget . Formally, . We first observe that is monotonically increasing. Indeed, bids at turn as if the budget is , which suffices to ensure that , thus the spare change is unused and can only increase. Clearly, is bounded by , thus it eventually stabilizes; let and such that , for every .
In the full version [13], we show that when is stable, the energy invariant is maintained. Formally,
Claim 28.
If for some , then .
Suppose that stabilizes at turn . Using Claim 28, in the full version [13] we show: (1) Pres wins the suffix from turn , if the energy is at least , and (2) we bound the initial energy that requires to guarantee that at turn , the energy is at least . For (2), intuitively, we partition into “patches” such that 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 . Since there are at most patches, requires factor more initial energy than .
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 to refer to Cons budget, thus configuration (from Cons perspective) refers to (from Pres perspective), we denote by the threshold from Cons perspective, formally, , and so on.
Consider a function that satisfies the average property. The complement of , denoted by , intuitively represents Cons’s budget when Pres’s budget is .
Lemma 29 ([12]).
Consider a function that satisfies the average property. The complement of , denoted , is . Then, satisfies the average property.
Since satisfies the average property (Thm. 19), its complement 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 (Def. 21), thus it maintains a budget invariant as in Lem. 23. Second, its actions follow some winning strategy in a truncated game . This means that it maintains an energy invariant, which implies energy consumption. In this section, we establish properties of that enable these features.
We denote by the energy threshold in from Cons perspective, namely from , Cons can consume units of energy within turns, but cannot consume units. Formally, where .
Recall that is defined such that but is finite, for every . Intuitively, the following lemma (see the proof in the full version [13]) states that for every energy , there is a truncated game in which Cons -wins from .
Lemma 30.
For every and , there exists such that .
Let . We denote by , a Cons strategy that -wins from in . In Lem. 7, we show that exists, moreover, it operates on an arena in which each vertex is , where is a vertex, the current energy is , and is a counter that marks the remaining turns. In the full version [13], we establish the following properties.
Lemma 31.
Consider , a Cons budget such that, , and let . The following hold:
-
There is such that
-
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: , and (ii) Cons loses the bidding: assuming , then , for every .
-
If and , then and .
Intuitively, in the first item, note that is a worse configuration than 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 matches the bids derived from .
A budget-agnostic Cons winning strategy
We proceed as follows. We start by defining a budget agnostic strategy , which drops energy from to . The definition of is based on , and since it operates at high energy levels, we obtain the properties in Lem. 31. Then, we define to simulate and repeatedly omit negative configuration cycles, as in Lem. 12.
We define : for with , define to be or that agrees with on the tie-breaking advantage.
Definition 32.
Let with , energy , and be the minimal integer such that . We define .
Note that the third item in Lem. 31 implies that is budget agnostic by construction. Indeed, the bid chosen by is .
Lemma 33.
From a configuration with , and initial energy level , ensures that the energy drops to .
Proof Sketch.
Consider a play consistent with . Similar to the proof of Thm. 27, we define the spare change of Cons and show that it eventually stabilizes due to the budget invariant that maintains. When is stable, we show that 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 . There exists a Cons budget-agnostic strategy that -wins from every configuration with , for every energy .
Proof.
We proceed similar to the proof of Lem. 12. We observe that any play consistent with from and initial energy must contain a negative configuration cycle before reaching energy . We define to simulate from until such a negative cycle is closed, omit it, and restart the simulation. Since is budget agnostic, so is . By repeating this process, we obtain that a play that is consistent with , consists of only negative cycles and a finitely many additional configurations (see the full version [13] for an upper bound). Thus, is -winning from , for every energy .
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 , a vertex , and a budget , decide whether .
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 that satisfies the average property whether . Note that can be guessed since its size is .
From bidding games to turn-based games.
We show how to decide and showing that is dual. Given an energy bidding game and that satisfies the average property, we construct and solve a turn-based energy game . We describe the idea and the details can be found in the full version [13]. Intuitively, a Pres winning strategy in corresponds to a winning budget-agnostic strategy in . For each vertex , there are two Pres vertices for , which are configurations in , and a third copy , which is a winning sink for Pres. Vertex in simulates configuration in with . Pres can choose any . This corresponds to choosing action in . Then, Cons responds by either: (1) letting Pres win the bidding and proceeding to or (2) win the bidding and choosing the successor vertex , then the next vertex is , where if , otherwise the budget is trimmed to . The weights in are derived from such that a play in that does not end in a sink, corresponds to a play in 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 in , for every with , then .
Proof sketch.
We construct a Pres budget-agnostic strategy in that simulates the operation of a winning strategy in as follows. See details in the full version [13]. Suppose that is in with , then the simulation of is in . We define such that chooses in . Pres simulates in , Cons’s response in , which we assume wlog, is either or , for some . If the next vertex in is not a sink, we repeat. A sink is reached only when Cons wins the bidding and Pres’s updated budget is with . We restart the simulation of in . 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 , then in , for every with .
Proof sketch.
Suppose towards contradiction that and for configuration , we have in but in . Let be a -winning from in (see Thm. 27) and let be a Cons -winning strategy in . We simulate against in both games. Crucially, the simulation in is possible only since the actions that chooses imply that the configuration updates in both games are the same. We obtain two plays, one in and the other in with the same sequence of weights, which is a contradiction since Cons -wins in while Pres -wins in . See details in the full version [13].
Finally, we verify . We proceed as before to construct , except that Pres responds to Cons and sink vertices are winning for Cons, i.e, has a -valued self-loop. Dually it follows:
Lemma 38.
If in , for every with , then . If , then in , for every with .
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.
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 , 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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