Abstract 1 Introduction 2 Preliminaries 3 Quotient Game 4 Experiments 5 Conclusion and Future Work References

Strategy Repair in Reachability Games via a Graph Quotientation

Tiziana Calamoneri ORCID Department of Computer Science, Sapienza University of Rome, Italy    Pierre Gaillard ORCID Department of Computer Science, Sapienza University of Rome, Italy
LaBRI, Université de Bordeaux, France
   Giacomo Paesani ORCID Department of Computer Science, Sapienza University of Rome, Italy    Giuseppe Perelli ORCID Department of Mathematics, Sapienza University of Rome, Italy
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 𝖬𝗎𝗌𝗍𝖥𝗂𝗑, 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 Reasoning
Copyright and License:
[Uncaptioned image] © Tiziana Calamoneri, Pierre Gaillard, Giacomo Paesani, and Giuseppe Perelli; licensed under Creative Commons License CC-BY 4.0
2012 ACM Subject Classification:
Mathematics of computing Graph algorithms
; Mathematics of computing Paths and connectivity problems
Funding:
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 Fraigniaud

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 σ0 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 σ0 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, σ0 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 σ0 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 𝖬𝗎𝗌𝗍𝖥𝗂𝗑, 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 𝒜=(V,E) whose vertex set is partitioned into the two sets V0 and V1, where V0 and V1 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) 𝒢=𝒜,T is a perfect-information 2-player turn-based game played on an arena 𝒜, where the players are provided with a set TV 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 T. Before formally specifying the objectives for the two players, we need to introduce additional notation.

A play of 𝒜 is walk, i.e., an infinite sequence of vertices π=π0π1π2 such that (πi,πi+1)E, for every i. A partial play of π is a finite subsequence πiπj, for some integers i and j with ij.

A strategy (for Player 0) is a function σ:V0E mapping Player 0 vertices to arcs, such that, for each vV0, σ(v) is an arc outgoing from v. Intuitively, a strategy describes which arc Player 0 selects whenever it is its turn. A play π is a consistent with a strategy σ if σ(πi)=(πi,πi+1) for each πiV0.

We define a very natural distance between two strategies σ and σ over the same game, that is

𝖽𝗂𝗌𝗍(σ,σ)=|{vV0σ(v)σ(v)}|.

It is proven in [12] that 𝖽𝗂𝗌𝗍 is in fact a distance.

A strategy σ is called winning from v if every play starting from v consistent with σ reaches a vertex in T. We say that a vertex v is winning if there exists a strategy winning from v. By Win(𝒢), we denote the set of winning vertices v. A strategy σ is winning if it is winning from all vertices in Win(𝒢).

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 𝒢=𝒜,T and requires finding a winning strategy for Player 0.

An example of a reachability game is depicted in Figure 1.

Figure 1: Example of a reachability game with target T={t} and Win(𝒢)={a,b,c,t}. Note that aWin(𝒢) because it is a vertex of V1 (so no arc of the strategy is expected to exit from it) and any arc coming out from a reaches a play consistent with the depicted winning strategy and leading to T; on the contrary, eWin(𝒢) because Player 1 can force the token to move only between e and f.

For a given game 𝒢 and strategy σ, we define Win(𝒢,σ) as the set of vertices from which σ is winning for Player 0. Clearly, it always holds that Win(𝒢,σ)Win(𝒢), with Win(𝒢,σ)=Win(𝒢) if and only if σ is winning for Player 0.

Given a game 𝒢 and a (not necessarily winning) strategy σ0, a strategy σ is a closest winning strategy with respect to σ0, or simply closest winning when σ0 is clear from the context, if it is winning in 𝒢 and minimizes 𝖽𝗂𝗌𝗍(σ0,σ) among all winning strategies in 𝒢.

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 𝒢 and a strategy σ0, and requires finding a closest winning strategy with respect to σ0.

This problem requires minimizing the number of modifications that are required to turn a strategy σ0 into a winning strategy σ for a given reachability game 𝒢. The corresponding decision problem, instead, consists in fixing a given threshold k and checking whether there exists a winning strategy σ with 𝖽𝗂𝗌𝗍(σ0,σ)k, and is NP-complete [12].

Note that reaching any vertex in Win(𝒢,σ0) guarantees reaching T as well. So, given a reachability game 𝒢=𝒜,T, the aim of the Strategy Repair problem is to change σ0 into another strategy σ which guarantees to reach any vertex in Win(𝒢,σ0) from every other vertex in Win(𝒢)Win(𝒢,σ0). Therefore, the set Win(𝒢,σ0) acquires the meaning of a new target set. For this reason, we denote from now on Win(𝒢,σ0) by T. Moreover, we define Fr(T) as the subset of arcs in the cut from Win(𝒢)T to T and coming out from a vertex in V0. An arc in Fr(T) is called a frontier arc and the origin of a frontier arc is called a frontier vertex. Observe that for an arc (u,v)Fr(T), it holds that σ0(u)(u,v) since uT.

3 Quotient Game

In this section, we introduce a new notion of quotient game of an instance (𝒢,σ0) of SR. We then proceed by proving that such a quotient identifies the vertices of 𝒢 that are equivalent from the perspective of repairing σ0. 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 𝖬𝗎𝗌𝗍𝖥𝗂𝗑: a selection condition introduced in [12] as an optimization for their algorithmic approach. We show that the quotient construction increases the number of times 𝖬𝗎𝗌𝗍𝖥𝗂𝗑 is triggered across all algorithmic approaches, thereby improving performance. We start by providing some useful notation and definitions.

Given a strategy σ, a vertex uV0 and an arc (u,v) outgoing from u, we define the strategy σ(u,v) exactly the same as σ except in u, where σ(u,v)(u)=(u,v).

To iteratively repair σ0 to a winning strategy, a frontier arc (u,v) at the time must be selected to replace σ0(u). Such replacement ensures that u enters the winning set of the modified strategy σ0(u,v). 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 (u,v) is selected to replace σ0(u), the vertex u might not be the only one that becomes winning for the modified strategy, since some vertices from which every play consistent with σ0 leads to either u or T could exist. For this reason, we consider the repair set of u, denoted 𝖱𝖾𝗉𝖺𝗂𝗋(u) and defined as the set of vertices that indirectly become winning when σ0 is modified, changing σ0(u) to a frontier arc. Note that if u is the origin of different frontier arcs, the same set 𝖱𝖾𝗉𝖺𝗂𝗋(u) is obtained regardless of which frontier arc is chosen. So given any frontier arc (u,v), we can formally define 𝖱𝖾𝗉𝖺𝗂𝗋(u)=Win(𝒢,σ0(u,v))T.

We say that a frontier vertex u is a base if for every frontier vertex v, it does not hold that 𝖱𝖾𝗉𝖺𝗂𝗋(u)𝖱𝖾𝗉𝖺𝗂𝗋(v). In other words, u is a base if its repair set is maximal with respect to inclusion among the repair sets of frontier vertices. Two bases u and u are equivalent if and only if 𝖱𝖾𝗉𝖺𝗂𝗋(u)=𝖱𝖾𝗉𝖺𝗂𝗋(u). Instead of referring to an equivalence class, we elect one base to represent the class itself. Let 𝖡𝖺𝗌𝖾𝗌 be the set of elected bases. In the following, we denote by R the union of the repair sets of the bases, i.e., R=u𝖡𝖺𝗌𝖾𝗌𝖱𝖾𝗉𝖺𝗂𝗋(u).

Note that the repair sets of vertices in 𝖡𝖺𝗌𝖾𝗌 are a partition of R. Indeed, suppose, by contradiction, there is a vertex v𝖱𝖾𝗉𝖺𝗂𝗋(u)𝖱𝖾𝗉𝖺𝗂𝗋(u), for two non-equivalent u and u in 𝖡𝖺𝗌𝖾𝗌. It is impossible that u lies on a partial play consistent with σ0 from v to u (and vice versa), because in this case it would be 𝖱𝖾𝗉𝖺𝗂𝗋(u)𝖱𝖾𝗉𝖺𝗂𝗋(u), so either u or u would not be a base.

We now construct a reachability game 𝒬(𝒢,σ0) induced from 𝒢 and σ0, where each of these repair sets is represented by a single vertex. To avoid confusion, vertices of the quotient game are denoted by qu, where u is a vertex of 𝒢.

Definition 3 (Quotient game).

Let 𝒢,σ0 be an instance of Strategy Repair. The reachability game 𝒬(𝒢,σ0) is a game 𝒜q,Tq with 𝒜q=(Vq,Eq) defined as follows:

  • Vq is partitioned into V0q and V1q such that:

    • V0q={quuV0R}{quu𝖡𝖺𝗌𝖾𝗌};

    • V1q={quuV1R};

  • Eq is the set of arcs of 𝒬(𝒢,σ0) obtained as follows. For each (u,v)E with u(VR)𝖡𝖺𝗌𝖾𝗌, (qu,qv)Eq if vR, and (qu,qv)Eq otherwise, where v is the elected base such that v𝖱𝖾𝗉𝖺𝗂𝗋(v).

  • Tq={quuT}.

Strictly speaking, 𝒬(𝒢,σ0) also depends on the elected bases: in particular, the frontier arcs of 𝒬(𝒢,σ0) 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 uV, we say that qu represents u in 𝒬(𝒢,σ0) if quVq while qv represents u if v𝖡𝖺𝗌𝖾𝗌 and u𝖱𝖾𝗉𝖺𝗂𝗋(v).

A strategy σ in 𝒢 is compatible with 𝒬(𝒢,σ0) if it is equal to σ0 when restricted to 𝖱𝖾𝗉𝖺𝗂𝗋(u){u}, for every base u, i.e., σ(v)=σ0(v) for every vV0(𝖱𝖾𝗉𝖺𝗂𝗋(u){u}). Let σ be a strategy compatible with 𝒬(𝒢,σ0), we define the projected strategy σq in 𝒬(𝒢,σ0) as follows: for each quV0q with σ(u)=(u,v), then σq(qu)=(qu,qv), where qv represents v in 𝒬(𝒢,σ0).

Intuitively, if σ(u)=(u,v) is an arc entering the set 𝖱𝖾𝗉𝖺𝗂𝗋(v), the projected strategy directly takes the arc (qu,qv) since qv represents the set 𝖱𝖾𝗉𝖺𝗂𝗋(v) which has been collapsed in 𝒬(𝒢,σ0). We say that a strategy σ in 𝒢 compatible with 𝒬(𝒢,σ0) is an elevation of a strategy σq in 𝒬(𝒢,σ0) if σq is the projection of σ. Note that an elevation of a strategy in 𝒬(𝒢,σ0) is not necessarily unique.

Figure 2 shows an example of the construction of a quotient game, where σ0q is the projected strategy of σ0 and, reciprocally, σ0 is an elevation of σ0q.

Figure 2: Construction of 𝒬(𝒢,σ0). T={t,t,t′′}; the frontier vertices are u,u,v and v; u,v,v are bases; and 𝖡𝖺𝗌𝖾𝗌={u,v} is highlighted by thick vertices. Note v and v are equivalent bases. In 𝒬(𝒢,σ0), 𝖱𝖾𝗉𝖺𝗂𝗋(u) is represented by qu and 𝖱𝖾𝗉𝖺𝗂𝗋(v) by qv. Moreover, there is a loop on qv because σ0(v)=(v,v) and v𝖱𝖾𝗉𝖺𝗂𝗋(v).

Similarly to what has been done with strategies, we now define the projection and elevation for plays.

We say that a play π in 𝒢 is compatible with 𝒬(𝒢,σ0) if it is consistent with σ0 within the set 𝖱𝖾𝗉𝖺𝗂𝗋(u){u}, for every base u. Let π be a play compatible with 𝒬(𝒢,σ0), we define the projected play πq in 𝒬(𝒢,σ0) obtained from π as follows: for every integer i, the partial play πiπi+1 is replaced by

  • quqv, where qu represents πi and qv represents πi+1, if uv;

  • nothing, otherwise.

Moreover, an elevation of a play πq in 𝒬(𝒢,σ0) is a play π compatible with 𝒬(𝒢,σ0) such that the projection of π is πq. An example of all these definitions is shown in Figure 3.

Figure 3: A path π, marked in red, in 𝒢 compatible with 𝒬(𝒢,σ0), and the corresponding path πq, again marked in red, in 𝒬(𝒢,σ0). πq is the projection of π in 𝒬(𝒢,σ0), and π is one of the possible elevations of πq in 𝒢.

We can now state the main result of this section.

Theorem 4.

Given a game 𝒢 and a strategy σ0, let σq be a closest winning strategy with respect to σ0q in 𝒬(𝒢,σ0). Any elevation σ of σq in 𝒢 is a closest winning strategy with respect to σ0.

As a consequence of Theorem 4, Strategy Repair on input (𝒢,σ0) can be solved in the following way: first, we construct 𝒬(𝒢,σ0), then we solve Strategy Repair on input (𝒬(𝒢,σ0),σ0q), 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 (𝒢,σ0) to the induced quotient game preserves solutions.

Lemma 5.

Given a game 𝒢 and a strategy σ0, there exists a closest winning strategy σ with respect to σ0 that is compatible with 𝒬(𝒢,σ0).

Proof.

Let σ be a closest winning strategy with respect to σ0. We define a strategy σ as follows. For each u𝖡𝖺𝗌𝖾𝗌, if there exists vV0(𝖱𝖾𝗉𝖺𝗂𝗋(u){u}) such that σ(v)σ0(v), then for each vV0(𝖱𝖾𝗉𝖺𝗂𝗋(u){u}) such that σ(v)σ0(v) set σ(v)=σ0(v) and pick σ(u)Fr(T) which is always possible since u is a frontier vertex. For any other vertex uV0, set σ(u)=σ(u). By construction, it follows that σ is compatible with 𝒬(𝒢,σ0).

Now, we show that the strategy σ is winning. Let vWin(𝒢) and consider any play π from v consistent with σ. If π is also consistent with σ, then it reaches a vertex in T since σ is a winning strategy. Otherwise, let i be the smallest integer such that σ(πi)σ(πi). By construction of σ, there is a vertex u𝖡𝖺𝗌𝖾𝗌 such that πi𝖱𝖾𝗉𝖺𝗂𝗋(u), and then π reaches T, either through the frontier arc σ(u) or through an arc outgoing from a vertex of V1𝖱𝖾𝗉𝖺𝗂𝗋(u), because σ and σ0 are equal in 𝖱𝖾𝗉𝖺𝗂𝗋(u){u}. Once π is in T, notice that σ and σ are equal in this set by construction, and σ must be equal to σ0 in this set, otherwise it would not be a closest winning strategy. Therefore, π is consistent with σ0, which ensures to reach the target from T=Win(𝒢,σ0). This shows that vWin(𝒢,σ) and therefore that Win(𝒢)Win(𝒢,σ), proving that σ is a winning strategy.

Removing the differences between σ and σ0 in σ allows us to state that: if σ(v)=σ0(v) for every v𝖱𝖾𝗉𝖺𝗂𝗋(u){u}, then 𝖽𝗂𝗌𝗍(σ0,σ)=𝖽𝗂𝗌𝗍(σ0,σ) within 𝖱𝖾𝗉𝖺𝗂𝗋(u). Otherwise, i.e., when there exists v𝖱𝖾𝗉𝖺𝗂𝗋(u){u} such that σ(v)σ0(v), 𝖽𝗂𝗌𝗍(σ0,σ)𝖽𝗂𝗌𝗍(σ0,σ)1 inside 𝖱𝖾𝗉𝖺𝗂𝗋(u){u} for every u𝖡𝖺𝗌𝖾𝗌, while setting σ(u) to a frontier arc increases the distance by exactly one. Hence, 𝖽𝗂𝗌𝗍(σ0,σ)𝖽𝗂𝗌𝗍(σ0,σ) in 𝒢, so σ is a closest winning strategy with respect to σ0.

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 𝒢 and a strategy σ0, if π is a play consistent with a strategy σ that is compatible with 𝒬(𝒢,σ0), then πq is consistent with σq.

Proof.

The play π is consistent with σ which is compatible with 𝒬(𝒢,σ0), hence π is compatible with 𝒬(𝒢,σ0) and the projection πq is therefore well defined.

Let i be any integer such that πiqV0q, and let uV0 such that qu=πiq. Since u is a vertex of π, there exists an integer j such that u=πj. Since π is consistent with σ and πjV0, σ(πj)=(πj,πj+1).

Note that πj+1 is not represented by qπj since πjR or πj𝖡𝖺𝗌𝖾𝗌. Denote by qv the vertex of V0q that represents πj+1. Thus, we have that σq(πiq)=σq(qπj)=(qπj,qv)=(πiq,qv). Moreover, since πjπj+1 is a partial play of π, then πiqqv is a partial play of πq. This means that πi+1q=qv, and so σq(πiq)=(πiq,πi+1q).

Lemma 7.

Given a game 𝒢 and a strategy σ0, let σq be a strategy in 𝒬(𝒢,σ0) and σ be an elevation of σq. For a vertex uV, denote by qv the representative of u in 𝒬(𝒢,σ0). If πq is a play starting from qv that is consistent with σq, then there exists an elevation π of πq starting from u that is consistent with σ.

Proof.

First, we iteratively construct a play π starting from the partial play of length 0 u as follows. If uv, then u𝖱𝖾𝗉𝖺𝗂𝗋(v) and π contains any partial play from u to v within 𝖱𝖾𝗉𝖺𝗂𝗋(v) that is consistent with σ0. Otherwise, we set π0=u.

Now, for every integer i, we construct partial plays in 𝒢 corresponding to the partial play πiqπi+1q in 𝒬(𝒢,σ0). Denote by x and y the vertices of V such that qx=πiq and qy=πi+1q. If yR, then π contains the partial play xy. Suppose now yR.

We distinguish two more cases depending on which player controls x. If xV0, then say σ(x)=(x,z), it holds that z𝖱𝖾𝗉𝖺𝗂𝗋(y) since σ is an elevation σq and σq(qx)=(qx,qy). So π contains the partial play xz and any partial play from z to y within 𝖱𝖾𝗉𝖺𝗂𝗋(y) that is consistent with σ0. Otherwise, that is, if xV1, then there exists an arc (x,z), for some z𝖱𝖾𝗉𝖺𝗂𝗋(y), and π contains the partial play xz and any partial play from z to y within 𝖱𝖾𝗉𝖺𝗂𝗋(y) that is consistent with σ0.

Now, we prove π is an elevation of πq. π is compatible with 𝒬(𝒢,σ0) because all partial plays of π within 𝖱𝖾𝗉𝖺𝗂𝗋(u){u}, for some u𝖡𝖺𝗌𝖾𝗌, are plays consistent with σ0 by construction. Moreover, the projection of π is exactly πq since some specific partial plays of π mimic the arcs of πq.

We conclude the proof by showing that π is consistent with σ. Let a and b be two consecutive vertices in π, with aV0. If aR𝖡𝖺𝗌𝖾𝗌, then, since π is consistent with σ0 within every repair set by construction, with the possible exception of the elected base, σ0(a)=(a,b). Finally, suppose aR or a𝖡𝖺𝗌𝖾𝗌. Then by construction σ(a)=(a,b).

Lemma 8.

Given a game 𝒢 and a strategy σ0, the winning vertices of the quotient game 𝒬(𝒢,σ0) are precisely the representatives of the winning vertices in 𝒢.

Proof.

Let uWin(𝒢) and denote by qv the representative of u in 𝒬(𝒢,σ0). Note that it is possible that v=u. By Lemma 5, there exists a closest winning strategy σ with respect to σ0, that is compatible with 𝒬(𝒢,σ0). In particular, uWin(𝒢,σ): every play starting from u and consistent with σ eventually reaches T. Let πq be any play starting from qv that is consistent with σq. Let π be an elevation of πq starting from u and consistent with σ, obtained from the application of Lemma 7. Let i be the minimum integer such that πiT. This means that πq starts from qv and reaches qπi, which belongs to Tq since πiT, and so the target. This proves that every representative of a winning vertex in 𝒢 is winning in 𝒬(𝒢,σ0).

Let quWin(𝒬(𝒢,σ0)). Consider a winning strategy σq in 𝒬(𝒢,σ0). In particular, quWin(𝒬(𝒢,σ0),σq): every play starting from qu and consistent with σq eventually reaches Tq. We show that, for every v represented by qu, vWin(𝒢). Let σ be any elevation of σq and π be any play consistent with σ starting from v. By Lemma 6, πq is consistent with σq. Since πq is a play starting from qu that eventually reaches Tq, there exists an integer i such that πiqTq. Let z be the vertex of V represented by πiq. Thus there is an integer j such that πj=z, which belongs to T since qzTq. This proves that the winning region of 𝒬(𝒢,σ0) is made of vertices of the quotient game representing vertices of 𝒢 that are winning.

Lemma 9.

Given a game 𝒢 and a strategy σ0. If a strategy σ of 𝒢 that is compatible with 𝒬(𝒢,σ0) is winning, then σq is winning in 𝒬(𝒢,σ0). Moreover, if a strategy σq of 𝒬 is winning, then any elevation σ of σq is winning.

Proof.

Let σ be a winning strategy of 𝒢 that is compatible with 𝒬(𝒢,σ0). Let quWin(𝒬(𝒢,σ0)). By Lemma 8, qu represents a set of vertices of Win(𝒢). Let πq be any play starting from qu consistent with σq. Let π be an elevation of πq starting from u and consistent with σ, obtained from the application of Lemma 7. Let i be the minimum integer such that πiT. If i=0, then qu=π0qTq. So from now on, we can assume i1. In particular, πi1T. Thus, by definition, πq contains the partial play qwqπi, where qw represents πi1, since wπi. This means that πq starts from qu and reaches the target. This proves that σq is winning.

Let σq be a winning strategy of 𝒬(𝒢,σ0). Let uWin(𝒢). Let π be any play starting from u that is consistent with σ. By Lemma 6, πq is a play consistent σq. Since πq is a play starting from qv that eventually reaches Tq, where qv represents u in 𝒬(𝒢,σ0), there exists an integer i such that πiqTq. If i=0, then v=π0T.

So from now on, we can assume i1. In particular, πi1qTq. Denote with qw and qz the vertices of Vq that represent πi1q and πiq, respectively. Clearly wz. Thus, there is an integer j such that πj is represented by qw and πj+1 is represented by qz. Then πj+1T. This means that σ is winning from u. Thus, σ is winning in 𝒢.

Lemma 10.

Given a game 𝒢 and a strategy σ0, if a strategy σ is compatible with 𝒬(𝒢,σ0), then 𝖽𝗂𝗌𝗍𝒬(σq,σ0q)𝖽𝗂𝗌𝗍𝒢(σ,σ0) holds. Moreover, if a strategy σ is compatible with 𝒬(𝒢,σ0) and is also a closest winning strategy with respect to σ0, then 𝖽𝗂𝗌𝗍𝒬(σq,σ0q)=𝖽𝗂𝗌𝗍𝒢(σ,σ0).

Proof.

Let σ be a strategy that is compatible with 𝒬(𝒢,σ0). Let uV0, if uR𝖡𝖺𝗌𝖾𝗌, then σ0(u)=σ(u), since σ is compatible with 𝒬(𝒢,σ0). Otherwise, quV0q. Assume σ0(u)=σ(u)=(u,v) for some vV. If vR, then σ0q(qu)=σq(qu)=(qu,qv). Otherwise, that is, if vR, then u𝖡𝖺𝗌𝖾𝗌 and v𝖱𝖾𝗉𝖺𝗂𝗋(u). Indeed, since σ0(u)=(u,v), then u𝖱𝖾𝗉𝖺𝗂𝗋(v), where v𝖡𝖺𝗌𝖾𝗌 and v𝖱𝖾𝗉𝖺𝗂𝗋(v) and so uR. Moreover, u𝖡𝖺𝗌𝖾𝗌 because quV0q. Finally, v𝖱𝖾𝗉𝖺𝗂𝗋(u) since otherwise u would not be in 𝖡𝖺𝗌𝖾𝗌. In that case, σ0q(u)=σq(u)=(qu,qu). This proves that σ0(u)=σ(u) implies that σ0q(u)=σq(u). It follows that 𝖽𝗂𝗌𝗍𝒬(σq,σ0q)𝖽𝗂𝗌𝗍𝒢(σ,σ0).

Assume now that σ is also a closest winning strategy with respect to σ0. Let quV0q, such that σ0q(qu)=σq(qu)=(qu,qv) for some qvVq. If vVR, then σ0(u)=σ(u)=(u,v). For the rest of this proof we assume v𝖡𝖺𝗌𝖾𝗌. Let σ0(u)=(u,w) for some w𝖱𝖾𝗉𝖺𝗂𝗋(v). Then u𝖱𝖾𝗉𝖺𝗂𝗋(v), so uR and therefore u𝖡𝖺𝗌𝖾𝗌 since quV0q. Hence v=u and thus σ0q(qu)=σq(qu)=(qu,qu). Since σ is a winning strategy for 𝒢 that is compatible with 𝒬(𝒢,σ0), by Lemma 9, σq is winning in 𝒬(𝒢,σ0), which contradicts the fact that σq(qu)=(qu,qu). It follows that 𝖽𝗂𝗌𝗍𝒢(σ,σ0)=𝖽𝗂𝗌𝗍𝒬(σq,σ0q).

We are finally ready to prove the main result of this section.

Theorem˜4. Given a game 𝒢 and a strategy σ0, let σq be a closest winning strategy with respect to σ0q in 𝒬(𝒢,σ0). Any elevation σ of σq in 𝒢 is a closest winning strategy with respect to σ0.

Proof.

Let σ be any elevation of σq in 𝒢. By Lemma 9 applied to σq, σ is winning. Now, we show that σ is a closest winning strategy with respect to σ0. Let σ be the strategy, obtained by Lemma 5, that is a closest winning strategy with respect to σ0 and compatible with 𝒬(𝒢,σ0). By Lemma 9 applied to σ, the strategy σq is winning in 𝒬(𝒢,σ0). Since σq is a closest winning strategy with respect to σ0q, it holds that 𝖽𝗂𝗌𝗍𝒬(𝒢,σ0)(σq,σ0q)𝖽𝗂𝗌𝗍𝒬(𝒢,σ0)(σq,σ0q). By Lemma 5, σ is compatible with 𝒬(𝒢,σ0) and it holds 𝖽𝗂𝗌𝗍𝒢(σ,σ0)=𝖽𝗂𝗌𝗍𝒬(𝒢,σ0)(σq,σ0q), by Lemma 10 applied to σ. By the definition of an elevation, it is also true that σ is compatible with 𝒬(𝒢,σ0) and thus 𝖽𝗂𝗌𝗍𝒬(𝒢,σ0)(σq,σ0q)=𝖽𝗂𝗌𝗍𝒬(𝒢,σ0)(σ,σ0), by Lemma 10 applied to σ. Therefore, we obtain 𝖽𝗂𝗌𝗍𝒢(σ0,σ)𝖽𝗂𝗌𝗍𝒢(σ0,σ), which implies that σ is a closest winning strategy with respect to σ0.

The MustFix condition on quotient games

Let 𝒢 be a reachability game. Given an arc e=(v1,v2)E, we denote by 𝒢e the game induced from 𝒢 by removing every arc (v1,v2) with v2v2. Therefore given a vertex uV0, 𝒢σ0(u) is the game defined as 𝒢 where Player 0 is forced to follow σ0(u) from u.

Given 𝒢 and σ0, we say that a frontier vertex u satisfies the 𝖬𝗎𝗌𝗍𝖥𝗂𝗑 condition if uWin(𝒢σ0(u)), i.e., if Player 0 cannot win from u with any strategy that maps u to σ0(u). In other words, the choice σ0(u) 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 u satisfies the 𝖬𝗎𝗌𝗍𝖥𝗂𝗑 condition, then u is a base. Indeed, if there existed another vertex u such that u𝖱𝖾𝗉𝖺𝗂𝗋(u), then keeping the choice σ0(u) and taking the frontier arc from u would yield a winning play from u, contradicting the fact that u satisfies the 𝖬𝗎𝗌𝗍𝖥𝗂𝗑 condition. For the same reason, no other base u equivalent to u exists, since this would again imply u𝖱𝖾𝗉𝖺𝗂𝗋(u) and lead to the same contradiction. Therefore, for such a vertex u, qu is a well defined vertex in 𝒬(𝒢,σ0). We now prove that if a vertex satisfies the 𝖬𝗎𝗌𝗍𝖥𝗂𝗑 condition in 𝒢 then its representative also satisfies it in the game 𝒬(𝒢,σ0).

Proposition 11.

Given a game 𝒢 and a strategy σ0, let uV. If (u,v)Fr(Win(𝒢,σ0)) and uWin(𝒢σ0(u)), then quWin(𝒬(𝒢,σ0)σ0q(qu)).

Proof.

Let u be a frontier vertex such that uWin(𝒢σ0(u)). Thanks to the previous remark, we know that qu is a well-defined vertex in 𝒬(𝒢,σ0). If quWin(𝒬(𝒢,σ0)σ0q(qu)), then Player 0 has a strategy σq for 𝒬(𝒢,σ0) winning from qu and such that σq(qu)=σ0q(qu). An elevation of σq can be used in 𝒢σ0(u), and is also winning in 𝒢σ0(u) from u by Lemma 9, which contradicts uWin(𝒢σ0(u)).

In addition to preserving the occurrences of vertices satisfying the 𝖬𝗎𝗌𝗍𝖥𝗂𝗑 condition, the construction of the game 𝒬(𝒢,σ0) may cause vertices to satisfy this condition even though no vertex of 𝒢 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 𝒢 are a, b, c and d, yet none of them satisfies the 𝖬𝗎𝗌𝗍𝖥𝗂𝗑 condition. Indeed, σ0(b,t) is winning from a in 𝒢σ0(a), and σ0(a,t),(c,t) is winning from b in 𝒢σ0(b). Hence, neither a nor b satisfies the 𝖬𝗎𝗌𝗍𝖥𝗂𝗑 condition. The vertices c and d do not satisfy the 𝖬𝗎𝗌𝗍𝖥𝗂𝗑 condition for symmetric reasons. However, the game 𝒬(𝒢,σ0) has two frontier vertices, qb and qc, both of which now satisfy the 𝖬𝗎𝗌𝗍𝖥𝗂𝗑 condition. Indeed, qb is not winning for any strategy σq such that σq(qb)=(qb,qe). Therefore, qb satisfies the 𝖬𝗎𝗌𝗍𝖥𝗂𝗑 condition, and so does qc by symmetry.

Figure 4: An example of construction of 𝒬(𝒢,σ0) where some vertices satisfying the 𝖬𝗎𝗌𝗍𝖥𝗂𝗑 condition are introduced.

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, 𝒜ex, and the heuristic 𝒜h, 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 𝒜ex𝒢, 𝒜h𝒢, 𝒜ex𝒬, and 𝒜h𝒬 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 |V| (reported in the first column of each table) and, for each fixed value of |V|, we generated N instances (N 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 V0 or V1 with equal probability (0.5 each). In addition, each vertex is independently included in the target set T with probability 0.05, yielding an expected target size of 5% of |V|. For each vertex, its out-degree d is uniformly drawn, and d out-neighbors are then selected uniformly at random. We select d either between 1% and 5% of |V|, generating sparse random instances, or between 40% and 50% of |V|, generating dense random instances.

The initial strategy σ0 to be repaired is constructed as follows. For each vertex vV0, if v has at least one out-neighbor that does not belong to the target T, one such out-neighbor is chosen uniformly. Otherwise, an arbitrary out-neighbor is selected. This construction of σ0 increases the chances that a number of arcs in σ0 will require repair.

For the vertex-cover instances, an undirected graph with |V| vertices and edge density of parameter p is generated as follows: for each pair of vertices {i,j}, the edge {i,j} is included independently with probability p. The corresponding strategy repair instance is then obtained via the reduction described in [12]. We conducted two series of experiments, one with p=2|V| and one with p=0.1, 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 𝒢 to 𝒬.

We performed a first set of experiments on random instances, comparing the running times of the exact algorithm in its two versions 𝒜ex𝒢 and 𝒜ex𝒬; 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 |V|=100 and |V|=200, the average time is much higher for 𝒜ex𝒢 than for 𝒜ex𝒬; this particular behavior can be explained with the presence of some particularly time-consuming instances: there are two instances with |V|=100 and running times of approximately 38 and 115 seconds, respectively, and two instances with |V|=200 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.

Table 1: Comparison of running times of 𝒜ex𝒢 and 𝒜ex𝒬 in sparse random instances.
Time (sec)
|V| 𝒜ex𝒢 𝒜ex𝒬
100 1.7 1.4e2
200 0.67 2.0e2
300 6.3e2 5.5e2
400 0.14 0.12
500 0.64 0.23
600 1.2 0.41
700 1.4 0.67
800 2.0 0.98
900 2.9 1.4
1000 3.7 1.8
2000 64.6 14.1
3000 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 𝒜ex𝒬 and 𝒜h𝒬 are approximately the same, again they are about halved when running 𝒜h𝒬 with respect to 𝒜h𝒢 (see second column of Table 2). For this set of experiments, we used a timeout of 15 minutes, which was reached only by 𝒜h𝒢 on instances of size 4000; these instances therefore require the use of the quotient approach.

The third column records the number of times a 𝖬𝗎𝗌𝗍𝖥𝗂𝗑 condition is exploited, the fourth column represents the distance of the found solution from σ0, and the fifth column relates the optimal solution (found by 𝒜ex) with the solutions found by the heuristic. The accuracy is, in any case, extremely high, and it tends to increase while |V| grows; the reason is that, when the graph is larger, there are more candidates to find a frontier vertex satisfying the 𝖬𝗎𝗌𝗍𝖥𝗂𝗑 condition, in which case we are sure not to make an unnecessary modification. We can see this because the number of vertices satisfying the 𝖬𝗎𝗌𝗍𝖥𝗂𝗑 condition approaches the distance obtained. We observe that 𝒜h𝒢 takes generally a longer time and finds vertices satisfying the 𝖬𝗎𝗌𝗍𝖥𝗂𝗑 condition slightly less frequently, inducing sometimes a negligible increase in the distance from the optimal solution.

Table 2: Comparison of 𝒜ex𝒬, 𝒜h𝒬 and 𝒜h𝒢 on sparse random instances.
Time (sec) No. 𝖬𝗎𝗌𝗍𝖥𝗂𝗑 Distance Accuracy
|V| N 𝒜ex𝒬 𝒜h𝒬 𝒜h𝒢 𝒜ex𝒬 𝒜h𝒬 𝒜h𝒢 𝒜ex𝒬 𝒜h𝒬 𝒜h𝒢 𝒜h𝒬 𝒜h𝒢
100 1000 8.9e3 2.4e3 1.6e3 13.99 13.98 13.47 14.19 14.45 14.45 0.9842 0.9820
200 1000 0.44 2.1e2 1.7e2 42.61 42.60 42.23 42.64 42.67 42.70 0.9994 0.9986
300 1000 7.1e2 7.1e2 6.3e2 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 𝒜ex𝒬 and 𝒜h𝒬, and longer for 𝒜h𝒢, and the accuracy is 1 for both polynomial algorithms. The results are presented in Table 3.

Table 3: Comparison of 𝒜ex𝒬, 𝒜h𝒬 and 𝒜h𝒢 on dense random instances.
Time (sec) No. 𝖬𝗎𝗌𝗍𝖥𝗂𝗑 Distance Accuracy
|V| N 𝒜ex𝒬 𝒜h𝒬 𝒜h𝒢 𝒜ex𝒬 𝒜h𝒬 𝒜h𝒢 𝒜ex𝒬 𝒜h𝒬 𝒜h𝒢 𝒜h𝒬 𝒜h𝒢
100 100 1.8e2 1.8e2 1.6e2 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 𝒜ex𝒬 and 𝒜h𝒬 are comparable and that the accuracy of 𝒜h𝒬 is very close to 1, showing a very good performance of our methodology based on the quotient game; on the contrary, a comparison between 𝒜h𝒬 and 𝒜h𝒢 highlights that not only 𝒜h𝒢 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 𝒜ex𝒢 as most instances reached the timeout without producing a solution.

Table 4: Comparison of 𝒜ex𝒬, 𝒜h𝒬 and 𝒜h𝒢 on input generated from sparse vertex-cover instances.
Time (sec) No. 𝖬𝗎𝗌𝗍𝖥𝗂𝗑 Accuracy
|V| 𝒜ex𝒬 𝒜h𝒬 𝒜h𝒢 𝒜ex𝒬 𝒜h𝒬 𝒜h𝒢 𝒜h𝒬 𝒜h𝒢
100 2.0e2 1.9e2 6.9e2 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 𝒜h𝒬. Nevertheless, it is worth noting that 𝒜h𝒬 shows slightly lower accuracy on dense instances than on sparse ones.

Table 5: Comparison of 𝒜ex𝒬, 𝒜h𝒬 and 𝒜h𝒢 on input generated from dense vertex-cover instances.
Time (sec) No. 𝖬𝗎𝗌𝗍𝖥𝗂𝗑 Accuracy
|V| 𝒜ex𝒬 𝒜h𝒬 𝒜h𝒢 𝒜ex𝒬 𝒜h𝒬 𝒜h𝒢 𝒜h𝒬 𝒜h𝒢
10 1.8e4 1.8e4 2.1e4 2.61 2.60 0 0.99 0.98
20 1.2e3 9.3e4 1.4e3 7.59 7.53 0 0.99 0.88
30 9.8e3 3.6e3 5.5e3 13.1 12.3 0 0.97 0.78
40 0.14 1.2e2 1.6e2 18.3 15.2 0 0.92 0.74
50 2.1 3.0e2 3.8e2 23.7 16.6 0 0.89 0.73
60 28.1 6.4e2 7.6e2 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 𝖬𝗎𝗌𝗍𝖥𝗂𝗑 condition are found when running 𝒜h𝒢; this is due to a result from [12], stating that the vertex-cover instances do not contain vertices satisfying the 𝖬𝗎𝗌𝗍𝖥𝗂𝗑 condition. On the contrary, the quotient graph construction generates vertices with the 𝖬𝗎𝗌𝗍𝖥𝗂𝗑 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 σ0 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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