Strategy Repair in Reachability Games via a Graph Quotientation
Abstract
Reachability Games over graphs (RGs) are a powerful modelling tool for synthesis and planning. The solutions to RGs are strategies that are used in program design. Sometimes, due to model deviation at execution time, specification updates, or simply a bug, the strategy provided as a solution to an RG no longer works. Strategy Repair aims to solve this problem by adjusting strategies with a minimum number of modifications. Such a minimisation requirement is motivated by the costs that one may incur when implementing the new strategy. To minimise implementation costs, one wants to reuse as much of the provided strategy as possible.
In the literature, Strategy Repair has been investigated from both theoretical and practical perspectives. First, it has been shown to be NP-complete. Second, two algorithmic approaches have been proposed to tackle the problem in practice, one provides an optimal solution, the other an approximated solution. Both approaches underutilise the graph-theoretical properties of games, which could significantly improve their performance and accuracy (in the case of approximation algorithms).
This paper provides a graph-theoretic characterisation of Strategy Repair that provably improves every algorithmic approach to solving the problem. It does so by introducing a new notion of quotient graph that allows us to identify and merge those vertices that are equivalent from the perspective of every solution to the problem. This way, solving Strategy Repair can be done in a reduced instance, which we call the quotient game. The approach not only reduces the problem’s input size, but also improves the effectiveness of , an optimisation condition previously introduced for the problem. Besides the theoretical characterisation, we test our approach empirically by running experiments to demonstrate improvements over the quotient graph approach.
Keywords and phrases:
Reachability Games, Strategy Repair, Strategic Reasoning, Automated ReasoningCopyright and License:
2012 ACM Subject Classification:
Mathematics of computing Graph algorithms ; Mathematics of computing Paths and connectivity problemsFunding:
This paper was partially supported by Sapienza University of Rome (projects “Exploiting graph structure to cope with hard problems” [RM1241905ECC7E82], “Graphs as a model of complex real-life systems” [RM123188D7F7985D] and “ASGARD – Autonomous and Self-Governing Agent-Based Rule Design” [B83C23005800001]).Editor:
Pierre FraigniaudSeries and Publisher:
Leibniz International Proceedings in Informatics, Schloss Dagstuhl – Leibniz-Zentrum für Informatik
1 Introduction
Reachability over graphs is a fundamental problem in Computer Science [6]. It serves as a modeling paradigm and as a solution technique for many aspects of Formal Methods, in particular for Automata Theory and Model Checking [2, 5, 15].
One of its basic formulations consists, for a given directed graph, to find the vertices from which there exists a path to a designated set of target vertices.
Such a setting can be used to model the behavior of an agent navigating within a closed system, that is, whose behavior is fully determined by the agent itself. However, in modern computing, we mostly deal with open systems, whose behavior is dependent on the interaction between the controlling agent and an external entity. To adapt the modeling to this scenario, reachability problems are generalized to Reachability Games (RGs) [11].
In an RG, some vertices in the directed graph are not controlled by the agent but by an external entity, e.g., the environment or another agent, whose nature is adversarial, i.e., whose aim is to prevent reaching a target vertex, if possible. In this scenario, it is not sufficient to find a path connecting the source vertex to the target, as the adversarial agent might deviate from the path through uncontrolled vertices. Therefore, solving a reachability game requires finding a winning strategy, that is, a function that prescribes to the agent the arc to traverse from each controlled vertex in such a way that, regardless of the adversarial decisions, a target vertex is guaranteed to be reached. This is a well-known and widely studied problem in Synthesis [3, 4, 8, 9, 16] and Planning [7, 13].
The solution to an RG, i.e., a winning strategy of the game, can be used to model the behavior of an agent acting in an open system. However, as noted in [12], at execution-time, models might deviate from the actual trajectory that stems from strategy execution. Also, there might be situations where the target vertices change to accommodate a modeling update. As a result, the strategy computed as the solution to the RG might become inapplicable to the problem, leaving the agent unable to take appropriate actions to achieve its correct behavior. In other words, is no longer winning for the game in place.
For this reason, the authors of [12] introduced Strategy Repair (SR), designed to address the problem of adjusting a given strategy to make it winning. Such an adjustment involves reconfiguring the strategy to select different arcs for the minimum number of vertices. This minimization requirement is motivated by the fact that every modification to the strategy incurs an implementation cost that must be kept limited. In addition to formally defining Strategy Repair in its basic form, the authors of [12] present theoretical and practical results related to it. First, they show that the problem is NP-complete via a reduction from Vertex Cover. Next, they introduce two algorithmic approaches. The first one provides an optimal solution to the problem and runs in time exponential in the input size. The second one provides an approximated solution and runs in time polynomial in the input size.
Despite extensive investigation of the problem from theoretical and practical standpoints, the work in [12] fails to fully exploit the graph-theoretical aspects of RGs and strategies. Their approach first identifies a set of vertices from which the repair algorithm must operate, then repairs the broken vertices, aiming to minimize the number of modifications.
Our paper contributes by working between these two steps. It does so by introducing a new notion of quotient over the set of vertices that depends on the strategy that needs to be repaired. In doing so, it allows us to identify and collapse vertices that are equivalent from the perspective of Strategy Repair. As a result, we are able to introduce a quotient game, whose set of vertices is more compact compared to the original, but also equivalent in terms of solutions to the SR problem. Therefore, this allows us to solve an instance of SR by solving its quotient, whose size is reduced due to this compactification.
In addition to proving its theoretical properties, we conducted experiments comparing Strategy Repair algorithms with and without the quotient transformation, showing improvements in running time and accuracy for the approximated approaches.
As a by-product of this construction, we observed in the experiments that adopting the quotient game approach also improves the effect of , an optimization condition introduced in [12]. Therefore, we also briefly discuss this effect from a theoretical perspective.
Related Work
Games on graphs constitute the main reasoning methods for designing policies in Synthesis and Planning. Therefore, results on Strategy Repair are readily transferable to these fields. However, so far no notion of policy repair has emerged in the literature before [12]. The closest is the one of plan repair [14, 17, 19], concerning the problem of repairing a sequence of actions in a deterministic environment, i.e., a closed system where the outcome is fully determined by the agent’s choices.
Additionally, a notion of Game Repair has been introduced in [1]. However, the setting is significantly different from the one analyzed in this paper. Indeed, the problem of Game Repair arises when, in a Multi-Agent Game, the winning conditions of the agents make it impossible to find a solution. Therefore, the task is to redesign the agent’s objectives themselves.
2 Preliminaries
We here introduce the basic notions and definitions related to reachability games.
A 2-player arena, or simply an arena, is a directed graph whose vertex set is partitioned into the two sets and , where and are the sets of vertices controlled by Player 0 and Player 1, respectively. Moreover, every vertex is assumed to have at least one outgoing arc. A reachability game (or simply game) is a perfect-information 2-player turn-based game played on an arena , where the players are provided with a set of vertices, called terminal vertices. A token is initially placed on a vertex, and the player controlling the vertex hosting the token is asked to select an arc from that vertex and move the token along it. The aim of Player 0 is to bring the token to a vertex in . Before formally specifying the objectives for the two players, we need to introduce additional notation.
A play of is walk, i.e., an infinite sequence of vertices such that , for every . A partial play of is a finite subsequence , for some integers and with .
A strategy (for Player 0) is a function mapping Player 0 vertices to arcs, such that, for each , is an arc outgoing from . Intuitively, a strategy describes which arc Player 0 selects whenever it is its turn. A play is a consistent with a strategy if for each .
We define a very natural distance between two strategies and over the same game, that is
It is proven in [12] that is in fact a distance.
A strategy is called winning from if every play starting from consistent with reaches a vertex in . We say that a vertex is winning if there exists a strategy winning from . By , we denote the set of winning vertices . A strategy is winning if it is winning from all vertices in .
Notice that we use strategies known as memoryless strategies, but more general strategies can be found in the literature, where the next arc is chosen based on the current partial play rather than solely on the current vertex. This restriction is without loss of generality, since for every reachability game there exists a memoryless winning strategy, which is computable in polynomial time [10, 11, 18].
Definition 1 (Reachability problem).
The Reachability problem takes as input a game and requires finding a winning strategy for Player 0.
An example of a reachability game is depicted in Figure 1.
For a given game and strategy , we define as the set of vertices from which is winning for Player 0. Clearly, it always holds that , with if and only if is winning for Player 0.
Given a game and a (not necessarily winning) strategy , a strategy is a closest winning strategy with respect to , or simply closest winning when is clear from the context, if it is winning in and minimizes among all winning strategies in .
We are finally ready to define the central problem of this work.
Definition 2 (Strategy Repair problem [12]).
The Strategy Repair problem takes as input a game and a strategy , and requires finding a closest winning strategy with respect to .
This problem requires minimizing the number of modifications that are required to turn a strategy into a winning strategy for a given reachability game . The corresponding decision problem, instead, consists in fixing a given threshold and checking whether there exists a winning strategy with , and is NP-complete [12].
Note that reaching any vertex in guarantees reaching as well. So, given a reachability game , the aim of the Strategy Repair problem is to change into another strategy which guarantees to reach any vertex in from every other vertex in . Therefore, the set acquires the meaning of a new target set. For this reason, we denote from now on by . Moreover, we define as the subset of arcs in the cut from to and coming out from a vertex in . An arc in is called a frontier arc and the origin of a frontier arc is called a frontier vertex. Observe that for an arc , it holds that since .
3 Quotient Game
In this section, we introduce a new notion of quotient game of an instance of SR. We then proceed by proving that such a quotient identifies the vertices of that are equivalent from the perspective of repairing . Such a result is summarized in the statement of Theorem 4, whose proof is obtained by the application of some lemmas introduced here. Finally, we discuss the effect of the quotient construction on : a selection condition introduced in [12] as an optimization for their algorithmic approach. We show that the quotient construction increases the number of times is triggered across all algorithmic approaches, thereby improving performance. We start by providing some useful notation and definitions.
Given a strategy , a vertex and an arc outgoing from , we define the strategy exactly the same as except in , where .
To iteratively repair to a winning strategy, a frontier arc at the time must be selected to replace . Such replacement ensures that enters the winning set of the modified strategy . A key part of the repair process is deciding which frontier arc to select. The aim of the construction introduced in this work is to facilitate this selection.
When a frontier arc is selected to replace , the vertex might not be the only one that becomes winning for the modified strategy, since some vertices from which every play consistent with leads to either or could exist. For this reason, we consider the repair set of , denoted and defined as the set of vertices that indirectly become winning when is modified, changing to a frontier arc. Note that if is the origin of different frontier arcs, the same set is obtained regardless of which frontier arc is chosen. So given any frontier arc , we can formally define .
We say that a frontier vertex is a base if for every frontier vertex , it does not hold that . In other words, is a base if its repair set is maximal with respect to inclusion among the repair sets of frontier vertices. Two bases and are equivalent if and only if . Instead of referring to an equivalence class, we elect one base to represent the class itself. Let be the set of elected bases. In the following, we denote by the union of the repair sets of the bases, i.e., .
Note that the repair sets of vertices in are a partition of . Indeed, suppose, by contradiction, there is a vertex , for two non-equivalent and in . It is impossible that lies on a partial play consistent with from to (and vice versa), because in this case it would be , so either or would not be a base.
We now construct a reachability game induced from and , where each of these repair sets is represented by a single vertex. To avoid confusion, vertices of the quotient game are denoted by , where is a vertex of .
Definition 3 (Quotient game).
Let be an instance of Strategy Repair. The reachability game is a game with defined as follows:
-
is partitioned into and such that:
-
–
;
-
–
;
-
–
-
is the set of arcs of obtained as follows. For each with , if , and otherwise, where is the elected base such that .
-
.
Strictly speaking, also depends on the elected bases: in particular, the frontier arcs of may vary depending on which base we elect for each equivalence class. Nevertheless, note that this detail does not imply substantial changes to the execution or quality of the proposed approach.
For every , we say that represents in if while represents if and .
A strategy in is compatible with if it is equal to when restricted to , for every base , i.e., for every . Let be a strategy compatible with , we define the projected strategy in as follows: for each with , then , where represents in .
Intuitively, if is an arc entering the set , the projected strategy directly takes the arc since represents the set which has been collapsed in . We say that a strategy in compatible with is an elevation of a strategy in if is the projection of . Note that an elevation of a strategy in is not necessarily unique.
Figure 2 shows an example of the construction of a quotient game, where is the projected strategy of and, reciprocally, is an elevation of .
Similarly to what has been done with strategies, we now define the projection and elevation for plays.
We say that a play in is compatible with if it is consistent with within the set , for every base . Let be a play compatible with , we define the projected play in obtained from as follows: for every integer , the partial play is replaced by
-
, where represents and represents , if ;
-
nothing, otherwise.
Moreover, an elevation of a play in is a play compatible with such that the projection of is . An example of all these definitions is shown in Figure 3.
We can now state the main result of this section.
Theorem 4.
Given a game and a strategy , let be a closest winning strategy with respect to in . Any elevation of in is a closest winning strategy with respect to .
As a consequence of Theorem 4, Strategy Repair on input can be solved in the following way: first, we construct , then we solve Strategy Repair on input , and finally return an elevation of the previously computed solution.
The rest of the section is devoted to introducing auxiliary results useful for proving Theorem 4. We begin with the following lemma, which plays a key role in showing that moving from to the induced quotient game preserves solutions.
Lemma 5.
Given a game and a strategy , there exists a closest winning strategy with respect to that is compatible with .
Proof.
Let be a closest winning strategy with respect to . We define a strategy as follows. For each , if there exists such that , then for each such that set and pick which is always possible since is a frontier vertex. For any other vertex , set . By construction, it follows that is compatible with .
Now, we show that the strategy is winning. Let and consider any play from consistent with . If is also consistent with , then it reaches a vertex in since is a winning strategy. Otherwise, let be the smallest integer such that . By construction of , there is a vertex such that , and then reaches , either through the frontier arc or through an arc outgoing from a vertex of , because and are equal in . Once is in , notice that and are equal in this set by construction, and must be equal to in this set, otherwise it would not be a closest winning strategy. Therefore, is consistent with , which ensures to reach the target from . This shows that and therefore that , proving that is a winning strategy.
Removing the differences between and in allows us to state that: if for every , then within . Otherwise, i.e., when there exists such that , inside for every , while setting to a frontier arc increases the distance by exactly one. Hence, in , so is a closest winning strategy with respect to .
The following lemmas establish results that facilitate the transfer of plays, strategies, winning regions, winning strategies, and distances between games and their quotient games.
Lemma 6.
Given a game and a strategy , if is a play consistent with a strategy that is compatible with , then is consistent with .
Proof.
The play is consistent with which is compatible with , hence is compatible with and the projection is therefore well defined.
Let be any integer such that , and let such that . Since is a vertex of , there exists an integer such that . Since is consistent with and , .
Note that is not represented by since or . Denote by the vertex of that represents . Thus, we have that . Moreover, since is a partial play of , then is a partial play of . This means that , and so .
Lemma 7.
Given a game and a strategy , let be a strategy in and be an elevation of . For a vertex , denote by the representative of in . If is a play starting from that is consistent with , then there exists an elevation of starting from that is consistent with .
Proof.
First, we iteratively construct a play starting from the partial play of length 0 as follows. If , then and contains any partial play from to within that is consistent with . Otherwise, we set .
Now, for every integer , we construct partial plays in corresponding to the partial play in . Denote by and the vertices of such that and . If , then contains the partial play . Suppose now .
We distinguish two more cases depending on which player controls . If , then say , it holds that since is an elevation and . So contains the partial play and any partial play from to within that is consistent with . Otherwise, that is, if , then there exists an arc , for some , and contains the partial play and any partial play from to within that is consistent with .
Now, we prove is an elevation of . is compatible with because all partial plays of within , for some , are plays consistent with by construction. Moreover, the projection of is exactly since some specific partial plays of mimic the arcs of .
We conclude the proof by showing that is consistent with . Let and be two consecutive vertices in , with . If , then, since is consistent with within every repair set by construction, with the possible exception of the elected base, . Finally, suppose or . Then by construction .
Lemma 8.
Given a game and a strategy , the winning vertices of the quotient game are precisely the representatives of the winning vertices in .
Proof.
Let and denote by the representative of in . Note that it is possible that . By Lemma 5, there exists a closest winning strategy with respect to , that is compatible with . In particular, : every play starting from and consistent with eventually reaches . Let be any play starting from that is consistent with . Let be an elevation of starting from and consistent with , obtained from the application of Lemma 7. Let be the minimum integer such that . This means that starts from and reaches , which belongs to since , and so the target. This proves that every representative of a winning vertex in is winning in .
Let . Consider a winning strategy in . In particular, : every play starting from and consistent with eventually reaches . We show that, for every represented by , . Let be any elevation of and be any play consistent with starting from . By Lemma 6, is consistent with . Since is a play starting from that eventually reaches , there exists an integer such that . Let be the vertex of represented by . Thus there is an integer such that , which belongs to since . This proves that the winning region of is made of vertices of the quotient game representing vertices of that are winning.
Lemma 9.
Given a game and a strategy . If a strategy of that is compatible with is winning, then is winning in . Moreover, if a strategy of is winning, then any elevation of is winning.
Proof.
Let be a winning strategy of that is compatible with . Let . By Lemma 8, represents a set of vertices of . Let be any play starting from consistent with . Let be an elevation of starting from and consistent with , obtained from the application of Lemma 7. Let be the minimum integer such that . If , then . So from now on, we can assume . In particular, . Thus, by definition, contains the partial play , where represents , since . This means that starts from and reaches the target. This proves that is winning.
Let be a winning strategy of . Let . Let be any play starting from that is consistent with . By Lemma 6, is a play consistent . Since is a play starting from that eventually reaches , where represents in , there exists an integer such that . If , then .
So from now on, we can assume . In particular, . Denote with and the vertices of that represent and , respectively. Clearly . Thus, there is an integer such that is represented by and is represented by . Then . This means that is winning from . Thus, is winning in .
Lemma 10.
Given a game and a strategy , if a strategy is compatible with , then holds. Moreover, if a strategy is compatible with and is also a closest winning strategy with respect to , then .
Proof.
Let be a strategy that is compatible with . Let , if , then , since is compatible with . Otherwise, . Assume for some . If , then . Otherwise, that is, if , then and . Indeed, since , then , where and and so . Moreover, because . Finally, since otherwise would not be in . In that case, . This proves that implies that . It follows that .
Assume now that is also a closest winning strategy with respect to . Let , such that for some . If , then . For the rest of this proof we assume . Let for some . Then , so and therefore since . Hence and thus . Since is a winning strategy for that is compatible with , by Lemma 9, is winning in , which contradicts the fact that . It follows that .
We are finally ready to prove the main result of this section.
∎
Theorem˜4. Given a game and a strategy , let be a closest winning strategy with respect to in . Any elevation of in is a closest winning strategy with respect to .
Proof.
Let be any elevation of in . By Lemma 9 applied to , is winning. Now, we show that is a closest winning strategy with respect to . Let be the strategy, obtained by Lemma 5, that is a closest winning strategy with respect to and compatible with . By Lemma 9 applied to , the strategy is winning in . Since is a closest winning strategy with respect to , it holds that . By Lemma 5, is compatible with and it holds , by Lemma 10 applied to . By the definition of an elevation, it is also true that is compatible with and thus , by Lemma 10 applied to . Therefore, we obtain , which implies that is a closest winning strategy with respect to .
The MustFix condition on quotient games
Let be a reachability game. Given an arc , we denote by the game induced from by removing every arc with . Therefore given a vertex , is the game defined as where Player 0 is forced to follow from .
Given and , we say that a frontier vertex satisfies the condition if , i.e., if Player 0 cannot win from with any strategy that maps to . In other words, the choice must be necessarily modified. It is known [12] that individuating such vertices improves the running time of algorithms and the accuracy of heuristics-based algorithms. Notice that if satisfies the condition, then is a base. Indeed, if there existed another vertex such that , then keeping the choice and taking the frontier arc from would yield a winning play from , contradicting the fact that satisfies the condition. For the same reason, no other base equivalent to exists, since this would again imply and lead to the same contradiction. Therefore, for such a vertex , is a well defined vertex in . We now prove that if a vertex satisfies the condition in then its representative also satisfies it in the game .
Proposition 11.
Given a game and a strategy , let . If and , then .
Proof.
Let be a frontier vertex such that . Thanks to the previous remark, we know that is a well-defined vertex in . If , then Player 0 has a strategy for winning from and such that . An elevation of can be used in , and is also winning in from by Lemma 9, which contradicts .
In addition to preserving the occurrences of vertices satisfying the condition, the construction of the game may cause vertices to satisfy this condition even though no vertex of satisfies it. This is fundamental for reducing the running time of the exact algorithm and improving the accuracy of a polynomial-time algorithm.
In the example of Figure 4, the frontier vertices of are , , and , yet none of them satisfies the condition. Indeed, is winning from in , and is winning from in . Hence, neither nor satisfies the condition. The vertices and do not satisfy the condition for symmetric reasons. However, the game has two frontier vertices, and , both of which now satisfy the condition. Indeed, is not winning for any strategy such that . Therefore, satisfies the condition, and so does by symmetry.
4 Experiments
In this section, we show that our new quotient game concept can substantially improve the performance of known algorithms for the strategy repair problem, in terms of both running time and accuracy (i.e., the ratio of the cardinalities of the approximate and exact solutions). The algorithms we consider are the (exponential time) exact algorithm, , and the heuristic , described in [12], which are the only known in the literature, to the best of our knowledge. Clearly, we need to modify the algorithms so they can operate on the quotient graph. In particular, the quotient graph must be recomputed each time the current solution is updated, but this does not affect the correctness of the resulting solutions, thanks to Theorem 4. In the following, we use , , , and to refer to the original algorithms for the input strategy repair problem and their modifications for the quotient game.
All tests have been run on an Intel Core i7-8700 CPU @ 3.20GHz, with 32GB of RAM and running Ubuntu 20.04.06 LTS.
For all the sets of experiments, we run the algorithms on many values of (reported in the first column of each table) and, for each fixed value of , we generated instances ( is set to 100 by default) either as random instances, or as instances deduced by vertex-cover instances.
Namely, to generate a random instance of a given size, each vertex is first assigned to either or with equal probability (0.5 each). In addition, each vertex is independently included in the target set with probability 0.05, yielding an expected target size of of . For each vertex, its out-degree is uniformly drawn, and out-neighbors are then selected uniformly at random. We select either between and of , generating sparse random instances, or between and of , generating dense random instances.
The initial strategy to be repaired is constructed as follows. For each vertex , if has at least one out-neighbor that does not belong to the target , one such out-neighbor is chosen uniformly. Otherwise, an arbitrary out-neighbor is selected. This construction of increases the chances that a number of arcs in will require repair.
For the vertex-cover instances, an undirected graph with vertices and edge density of parameter is generated as follows: for each pair of vertices , the edge is included independently with probability . The corresponding strategy repair instance is then obtained via the reduction described in [12]. We conducted two series of experiments, one with and one with , yielding instances referred as sparse and dense vertex-cover instances, respectively.
We introduced a timeout, set to 15 minutes by default. In all tables, the “No. of timeouts” column records the number of instances that were interrupted by a timeout. Moreover, in all tables, the running times of the algorithms executed on the quotient games also include the time necessary to pass from to .
We performed a first set of experiments on random instances, comparing the running times of the exact algorithm in its two versions and ; the results are listed in Table 1. It is quite clear that introducing the quotient approach approximately halves the running time. It is worth noting that, when and , the average time is much higher for than for ; this particular behavior can be explained with the presence of some particularly time-consuming instances: there are two instances with and running times of approximately 38 and 115 seconds, respectively, and two instances with whose the running time of the first one is approximately 56 seconds while the second one does not output a solution because it exceeds the timeout.
| Time (sec) | ||
|---|---|---|
| 1.7 | 1.4 | |
| 0.67 | 2.0 | |
| 6.3 | 5.5 | |
| 0.14 | 0.12 | |
| 0.64 | 0.23 | |
| 1.2 | 0.41 | |
| 1.4 | 0.67 | |
| 2.0 | 0.98 | |
| 2.9 | 1.4 | |
| 3.7 | 1.8 | |
| 64.6 | 14.1 | |
| 316.6 | 56.7 | |
In a second set of experiments, we also introduced the heuristic to compare the solution’s accuracy, in addition to running times; the results are listed in Table 2. While the running times of and are approximately the same, again they are about halved when running with respect to (see second column of Table 2). For this set of experiments, we used a timeout of 15 minutes, which was reached only by on instances of size ; these instances therefore require the use of the quotient approach.
The third column records the number of times a condition is exploited, the fourth column represents the distance of the found solution from , and the fifth column relates the optimal solution (found by ) with the solutions found by the heuristic. The accuracy is, in any case, extremely high, and it tends to increase while grows; the reason is that, when the graph is larger, there are more candidates to find a frontier vertex satisfying the condition, in which case we are sure not to make an unnecessary modification. We can see this because the number of vertices satisfying the condition approaches the distance obtained. We observe that takes generally a longer time and finds vertices satisfying the condition slightly less frequently, inducing sometimes a negligible increase in the distance from the optimal solution.
| Time (sec) | No. | Distance | Accuracy | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 100 | 1000 | 8.9 | 2.4 | 1.6 | 13.99 | 13.98 | 13.47 | 14.19 | 14.45 | 14.45 | 0.9842 | 0.9820 |
| 200 | 1000 | 0.44 | 2.1 | 1.7 | 42.61 | 42.60 | 42.23 | 42.64 | 42.67 | 42.70 | 0.9994 | 0.9986 |
| 300 | 1000 | 7.1 | 7.1 | 6.3 | 69.12 | 69.12 | 68.86 | 69.12 | 69.12 | 69.13 | 1 | 0.9998 |
| 400 | 1000 | 0.16 | 0.16 | 0.17 | 93.94 | 93.94 | 93.73 | 93.93 | 93.93 | 93.94 | 1 | 0.9998 |
| 500 | 1000 | 0.28 | 0.28 | 0.40 | 118.9 | 118.9 | 118.7 | 118.9 | 118.9 | 118.9 | 1 | 0.9999 |
| 600 | 1000 | 0.49 | 0.49 | 0.83 | 142.4 | 142.4 | 142.2 | 142.4 | 142.4 | 142.4 | 1 | 1 |
| 700 | 1000 | 0.80 | 0.75 | 1.5 | 166.4 | 166.4 | 166.2 | 166.4 | 166.4 | 166.4 | 1 | 1 |
| 800 | 1000 | 1.1 | 1.0 | 2.3 | 190.3 | 190.3 | 190.1 | 190.3 | 190.3 | 190.3 | 1 | 1 |
| 900 | 1000 | 1.6 | 1.5 | 2.8 | 241.2 | 214.2 | 214.0 | 214.2 | 214.2 | 214.2 | 1 | 1 |
| 1000 | 1000 | 2.1 | 2.0 | 4.3 | 237.8 | 237.8 | 237.6 | 237.8 | 237.8 | 237.8 | 1 | 1 |
| 1500 | 5 | 7.0 | 6.8 | 21.3 | 363.2 | 363.2 | 363.8 | 363.2 | 363.2 | 363.2 | 1 | 1 |
| 2000 | 5 | 14.8 | 14.8 | 77.7 | 458.6 | 458.6 | 458.6 | 458.6 | 458.6 | 458.6 | 1 | 1 |
| 2500 | 5 | 38.4 | 33.5 | 201 | 593.8 | 593.8 | 593.6 | 593.8 | 593.8 | 593.8 | 1 | 1 |
| 3000 | 5 | 71.3 | 58.3 | 311 | 723.0 | 723.0 | 723.0 | 723.0 | 723.0 | 723.0 | 1 | 1 |
| 4000 | 5 | 140 | 128 | TO | 933.8 | 933.8 | - | 933.8 | 933.8 | - | 1 | - |
The next set of experiments is the same as the previous one, but takes as input dense random instances. In this case, we obtain very similar results to the ones for sparse random instances in Table 2, except that the running times are higher: again, the running times are almost the same for and , and longer for , and the accuracy is 1 for both polynomial algorithms. The results are presented in Table 3.
| Time (sec) | No. | Distance | Accuracy | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 100 | 100 | 1.8 | 1.8 | 1.6 | 24.06 | 24.06 | 23.85 | 24.06 | 24.06 | 24.06 | 1 | 1 |
| 200 | 100 | 0.10 | 0.10 | 0.16 | 47.83 | 47.83 | 47.65 | 47.83 | 47.83 | 47.83 | 1 | 1 |
| 300 | 100 | 0.28 | 0.28 | 0.65 | 71.09 | 71.09 | 70.92 | 71.09 | 71.09 | 71.09 | 1 | 1 |
| 400 | 100 | 0.59 | 0.60 | 1.8 | 96.07 | 96.07 | 95.84 | 96.07 | 96.07 | 96.07 | 1 | 1 |
| 500 | 100 | 1.0 | 1.0 | 4.4 | 118.5 | 118.5 | 118.3 | 118.5 | 118.5 | 118.5 | 1 | 1 |
| 600 | 100 | 1.7 | 1.8 | 9.3 | 144.2 | 144.2 | 144.0 | 144.2 | 144.2 | 144.2 | 1 | 1 |
| 700 | 100 | 2.8 | 2.7 | 14.8 | 167.2 | 167.2 | 167.0 | 167.2 | 167.2 | 167.2 | 1 | 1 |
| 800 | 100 | 4.1 | 4.0 | 21.6 | 190.9 | 190.9 | 190.7 | 190.9 | 190.9 | 190.9 | 1 | 1 |
| 900 | 100 | 5.7 | 5.5 | 35.6 | 213.9 | 213.9 | 213.7 | 213.9 | 213.9 | 213.9 | 1 | 1 |
| 1000 | 5 | 8.2 | 8.2 | 49.3 | 243.4 | 243.4 | 243.2 | 243.4 | 243.4 | 243.4 | 1 | 1 |
| 2000 | 5 | 57.6 | 57.6 | 1075 | 477.4 | 477.4 | 477.2 | 477.4 | 477.4 | 477.4 | 1 | 1 |
We changed the instance type for the fourth set of experiments to sparse vertex-cover instances. Table 4 shows that the running times of and are comparable and that the accuracy of is very close to 1, showing a very good performance of our methodology based on the quotient game; on the contrary, a comparison between and highlights that not only is much slower (about one order of magnitude) but its accuracy is lower by a factor which is about 6/7. Note that we did not measure the running times of as most instances reached the timeout without producing a solution.
| Time (sec) | No. | Accuracy | ||||||
|---|---|---|---|---|---|---|---|---|
| 100 | 2.0 | 1.9 | 6.9 | 38.66 | 38.63 | 0 | 0.999 | 0.856 |
| 200 | 0.12 | 0.11 | 0.56 | 78.13 | 78.07 | 0 | 0.998 | 0.864 |
| 300 | 0.34 | 0.34 | 2.0 | 117.7 | 117.6 | 0 | 0.999 | 0.845 |
| 400 | 0.82 | 0.77 | 4.9 | 156.92 | 156.9 | 0 | 0.999 | 0.853 |
| 500 | 1.5 | 1.4 | 9.8 | 196.3 | 196.3 | 0 | 0.999 | 0.850 |
| 600 | 2.2 | 2.2 | 17 | 235.28 | 235.27 | 0 | 1 | 0.851 |
| 700 | 3.6 | 3.5 | 28 | 274.45 | 274.42 | 0 | 0.999 | 0.848 |
| 800 | 5.4 | 5.2 | 42 | 313.11 | 313.10 | 0 | 0.999 | 0.848 |
| 900 | 7.9 | 7.7 | 61 | 352.40 | 352.39 | 0 | 1 | 0.848 |
| 1000 | 11.2 | 10.9 | 86 | 392.86 | 392.83 | 0 | 0.999 | 0.849 |
Our last set of experiments has been run on dense vertex-cover instances, and the results are shown in Table 5.
In this case, the running times are much higher, and we could not run the exact algorithm on instances with more than 70 vertices without timing out. For such small instance sizes, the running times of both heuristics are very similar; however, we can observe a better accuracy for . Nevertheless, it is worth noting that shows slightly lower accuracy on dense instances than on sparse ones.
| Time (sec) | No. | Accuracy | ||||||
|---|---|---|---|---|---|---|---|---|
| 10 | 1.8 | 1.8 | 2.1 | 2.61 | 2.60 | 0 | 0.99 | 0.98 |
| 20 | 1.2 | 9.3 | 1.4 | 7.59 | 7.53 | 0 | 0.99 | 0.88 |
| 30 | 9.8 | 3.6 | 5.5 | 13.1 | 12.3 | 0 | 0.97 | 0.78 |
| 40 | 0.14 | 1.2 | 1.6 | 18.3 | 15.2 | 0 | 0.92 | 0.74 |
| 50 | 2.1 | 3.0 | 3.8 | 23.7 | 16.6 | 0 | 0.89 | 0.73 |
| 60 | 28.1 | 6.4 | 7.6 | 29.4 | 17.0 | 0 | 0.87 | 0.73 |
| 70 | 155 | 0.12 | 0.13 | 35.0 | 18.1 | 0 | 0.86 | 0.74 |
We conclude this section observing that, both in Table 4 and in Table 5, no vertices satisfying the condition are found when running ; this is due to a result from [12], stating that the vertex-cover instances do not contain vertices satisfying the condition. On the contrary, the quotient graph construction generates vertices with the condition, therefore improving both the running time and the accuracy of the solution.
5 Conclusion and Future Work
In this work, we analyzed the graph-theoretical aspects of Strategy Repair (SR) to design a more effective graph-based algorithmic approach to its solution. We did it by introducing a new quotient construction tailored to the repair process. Specifically, we defined a notion of vertex equivalence parametrized by the strategy to be repaired, enabling the identification and shrinking of the set of vertices that are indistinguishable from the perspective of SR into a single vertex. This construction yields a quotient game whose vertex set is more compact than that of the original instance, while remaining provably solution-preserving with respect to SR. Consequently, solving SR on the quotient game is equivalent to solving it on the original game, but on a size-reduced instance, thereby improving the computational profile of the repair procedure.
Beyond establishing the correctness and invariance properties of the quotient transformation, we conducted several experimental evaluations. First, we compared known algorithms for solving SR applied to instances with and without quotienting. Second, we measured the scalability of the approach over random (sparse) instances of SR. Third, we tested the approach over two classes of Vertex Cover, sparse and dense, looking for instances that supposedly make the problem harder in practice.
The results indicate consistent improvements in running time and, for approximation-based variants, the heuristics in solution quality. These findings suggest that the quotient construction is not merely a theoretical abstraction, but a practically effective preprocessing step that enhances the scalability and robustness of existing SR techniques.
Notice that this quotient idea is algorithm-independent, meaning that it can be applied to any approach solving Strategy Repair, yielding analogous benefits in terms of performance and accuracy. It might also open the door to the design of new approaches dedicated to fully exploiting the properties of quotient games that have not yet been explored.
In addition, we plan to take other directions in the future. First, we plan to extend the equivalence notion to broader classes of objectives or multi-agent settings and generalize the applicability of the approach to a broader class of Strategy Repair problems. Second, we aim to integrate quotient-based reductions into incremental or dynamic repair frameworks to support real-time adaptation in reactive systems. From a practical perspective, embedding the quotient transformation into toolchains for controller synthesis, reactive verification, or large-scale game solving may significantly enhance their scalability.
Finally, a tighter complexity analysis of SR under quotienting could characterize the precise parameter regimes in which compactification yields asymptotic improvements.
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