Infinite-State Games with Energy Objectives Beyond Counters
Abstract
In the theory of games on infinite-state arenas, there is a stark contrast between (i) recursion-based models such as pushdown systems and extensions on one hand, and (ii) counter-based models like vector addition systems with states (VASS) on the other. For pushdown systems and extensions, there is a rich variety of decidable and well-understood games, whereas on VASS arenas, even extremely simple games are undecidable. Here, a VASS is an automaton with counters that can be incremented and decremented, but not tested for zero. Crucially, the counters can only assume non-negative values.
However, certain VASS games become decidable when using energy semantics: An energy game is played on a system with counters, but the arena includes configurations with negative counters. The requirement that the counters stay non-negative is, instead, part of the winning condition of the existential player.
We study an analogue of energy semantics – legality of instructions as part of the winning condition rather than arena – on a broad class of infinite-state systems, where we call them viability games. Specifically, we study viability games in the framework of valence systems over graph monoids, where (undirected, loops allowed) graphs specify various infinite-state systems, such as pushdowns, VASS counters, integer counters, and combinations thereof.
In our main results, we provide a complete description of the decidability and complexity landscape of viability games across valence systems over graph monoids. Our results reveal encouraging decidability properties. For example, in certain combinations of pushdowns and counters, viability games are decidable, despite non-termination games being undecidable there. Moreover, viability games are even decidable for certain systems where (single-player) control-state reachability is undecidable.
Keywords and phrases:
Games on Graphs, Decidability, Complexity, Energy Games, Vector addition systems, Pushdown, Groups, Valence SystemsCategory:
Track B: Automata, Logic, Semantics, and Theory of ProgrammingCopyright and License:
2012 ACM Subject Classification:
Theory of computation Problems, reductions and completeness ; Theory of computation Concurrency ; Theory of computation Formal languages and automata theoryFunding:
††margin:
Funded by the European Union (ERC, FINABIS, 101077902). Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European Research Council Executive Agency. Neither the European Union nor the granting authority can be held responsible for them.
Editors:
Sayan Bhattacharya, Danupon Nanongkai, Michael Benedikt, and Gabriele PuppisSeries and Publisher:
Leibniz International Proceedings in Informatics, Schloss Dagstuhl – Leibniz-Zentrum für Informatik
1 Introduction
Games on finite-state arenas are a cornerstone of formal methods. This is due to (i) their applications to reactive synthesis, where the task is to automatically construct a finite-state system to specification, but also (ii) a wealth of algorithmic methods for analyzing games.
The situation is much more dire for infinite-state arenas. This is unfortunate, because software systems are typically represented using infinitely many states. Indeed, games on infinite-state arenas are usually only decidable for specialized classes of infinite-state systems: While for pushdown systems (and recursion-based extensions like higher-order pushdown automata or higher-order recursion schemes), a rich variety of games is decidable [17, Ch. 12], using counter-based systems like vector addition systems as arenas will almost always lead to undecidability [17, Ch. 13].
Vector addition systems.
For example, (-dimensional) vector addition systems (-VASS) are systems with access to counters – ranging over the natural numbers – which can be incremented and decremented, but not tested for zero. VASS are a pillar of verification and infinite-state research, because of their ability to model concurrent systems.
Unfortunately, with VASS configuration graphs as arenas, almost all games are undecidable. For example, games where the objective is to (i) reach a particular control-state (or configuration), or even just to (ii) sustain an infinite run, are both undecidable, already in dimension two [17, Thm. 13.1]. In fact, it is a well-known phenomenon that branching time logics are usually undecidable for VASS (e.g. see [15, Section 6] for a severely restricted branching logic; and see [16, Section 5] for more results), implying undecidability for many other kinds of games on VASS.
Energy games.
However, there is a “VASS-like” game that is decidable: Energy games. Here, the configurations consist of a control-state and counters that can be incremented and decremented. There are two players, the existential player (), and the universal player (). Here, has the objective of just playing infinitely long, such that the counter values stay non-negative. The difference to other games on VASS is, however, that in the arena, the configurations are over the integers. The fact that the counter values stay non-negative is part of ’s winning condition. The game can be viewed as “VASS-like”, since has to construct a VASS run. Energy games have received a significant amount of attention, with well-understood decidability and complexity [1, 22, 17, 5, 8, 10, 31, 12, 11, 9]. Thus, Energy semantics – making non-negativity part of the winning condition rather than the arena – achieves decidability.
In search of decidable infinite-state games.
In the quest for decidable games for infinite-state systems, the remarkable case of energy games thus raises the question: Does energy semantics also lead to decidability in broader classes of infinite-state systems?
Viability games.
To this end, we study Energy-like semantics on infinite-state systems other than VASS, and call them viability games. Here, we take a class of infinite-state systems with instructions like push, pop, increment, decrement and allow these instructions to be applied anytime. However, the winning condition of the existential player – whose goal it is to sustain an infinite run – includes that this run is confined to valid/viable configurations. Here, being valid/viable means that the configuration existed in the original system: This is precisely how energy games are related to games on VASS arenas. The term “viability” expresses that the existential player has to maintain a more general viability condition rather than specifically keeping energy levels non-negative.
Valence systems over graph monoids.
We formalize viability games in the general framework of valence systems over graph monoids [37]. These systems consist of a finite-state automaton with access to an infinite-state storage mechanism, which is decribed by a finite undirected graph . For example, if consists of isolated vertices without self-loops, then valence systems over are pushdown automata. If is a clique of vertices (without self-loops), then this realizes a -dimensional VASS. Adding self-loops would yield a -dimensional integer VASS. The framework can also realize combinations such as (i) pushdown VASS [19, 23], which feature both a pushdown and VASS counters or (ii) pushdowns of counters [35, 38, 36], where each stack entry contains a valuation of a set of counters.
Valence systems over graph monoids have been studied with respect to various algorithmic problems, such as reachability problems [38, 18, 39], decidable underapproximations [29, 33], finite-state abstractions [3, 36, 6], logics on configuration graphs [14] and even games played on configuration graphs, in Muskalla’s dissertation [30, Ch. 19]. Unfortunately, the results on games echo the abovementioned situation on pushdowns and VASS: Essentially, games with a control-state or configuration reachability objective are decidable for valence systems over precisely when realizes a pushdown [30, Thms. 19.2.1&19.2.10].
Main results.
Our main results provide a full description of the decidability and complexity landscape of viability games across valence systems over graph monoids. Specifically, we study the problem of determining the winner of a viability game in two variants, inherited from energy games: In the fixed initial credit setting, the initial storage content is given; in the unknown initial credit setting, the task is to decide whether there exists a storage content (i.e. counter valuation, stack content, etc.) from which the existential player wins.
Moreover, we consider these problems in the general setting where graph is drawn from a class of graphs (that is closed under taking induced subgraphs). This captures settings where aspects of the storage mechanism are part of the input. For example, if is the class of unlooped cliques of size , then viability games over correspond to -dimensional energy games. If contains all unlooped cliques, then viability games over are energy games over arbitrary dimension (and the dimension is part of the input).
Our results show that for every choice of , the above problems are either (i) -complete, (ii) -complete, (iii) -complete, (iv) -complete, or (v) undecidable.
Viability semantics achieves decidability.
Viability games are indeed decidable for a relatively broad class of systems. Among valence systems, viability games are decidable essentially for two kinds of systems: VASS (i.e. energy games) and what we denote as . The latter are an extension of pushdown systems where each stack entry carries an element from some infinite group . With the instructions, one can push and pop letters, but also multiply elements of onto the top-most group element on the stack. Here, pushing creates a fresh entry initialized to . Popping is only possible if the top-most group element equals the neutral . Thus, the invalid instructions (to be avoided by the existential player) are pops with (i) a mismatching stack letter or (ii) the top-most group element being .
As an example, if is the group for some , then we call these systems , because one has a stack whose entries carry integer vectors that can be incremented and decremented, as in -VASS [20]. One can thus regard this as stacks of -VASS configurations.
Decidability of viability games for is noteworthy for two reasons. First, in the classic setting (i.e. arenas of valid configurations) even the special case of is as unfavorable to games as VASS: even non-termination games are undecidable (see the full version [32]), already for . Second, in overall (i.e. beyond the groups ), even ordinary (single-player) control-state reachability is undecidable. Thus, even though it is undecidable whether a valid pop will ever be executed, we can still decide viability games over .
Related work.
Energy games have received a significant amount of attention in recent decades [10, 1, 22, 17, 5, 8, 31, 12, 11, 9]. They are equivalent to Z-reachability games [5, 8], B-VASS games [31] and can also be viewed as alternating VASS [12]. As observed by Abdulla, Mayr, Sangnier, and Sprosten [2], instead of viewing energy games as VASS games with a modified semantics, one can equivalently view them as VASS games with the restriction of being one-sided, meaning the universal player cannot modify the counters. In the same way, viability games correspond to one-sided games over valence system arenas.
Another combination of energy games with infinite-state systems beyond counters has been studied in [1]. Their approach is to add counters to existing infinite-state systems (i.e. pushdown and one-counter systems) and apply energy semantics only to the extra counters: They show that (i) pushdown games with one energy dimension and (ii) one-counter games with two extra energy dimensions are undecidable, whereas one-counter games with one energy dimension are decidable. In our work, in contrast, the energy/viability semantics applies to the entire system. However, we observe that their undecidable “pushdown energy games” (i.e. pushdown systems with extra counters) reduce to pushdown VASS games under viability semantics (see the full version [32]).
Outline.
In Section 2, we provide a self-contained description of the two types of infinite-state systems for which our results yield decidability. After this, we start with preliminaries in Section 3 and define viability games in Section 4. In Section 5, we state our two main results (Main Theorems A and B) and discuss implications. Then Section 6 gives an overview of the proof and of novel ingredients. In Sections 7, 8, 9, and 10 we then sketch our proofs. Remaining proof details can be found in the full version [32].
2 The two decidable cases
Within the framework of viability games over valence systems, our main results identify two types of systems where these games are decidable. Since the entire framework is somewhat involved, we are using this section to describe these two system types independently of the framework.
Model I: Vector addition systems with states.
The first type of system is that of VASS. A (-dimensional) vector addition system with states (VASS) is a pair consisting of a finite set of states and a finite set of transitions, and a final state . A (valid) configuration111The reason we call these valid configurations is that in valence systems that correspond to VASS, we will have a more liberal notion of configurations (i.e. there are things called configurations that are not valid VASS configurations. However, to keep terminology simple in this section, we also just use the term configuration. is a pair in . A transition is valid in a configuration if , in which case the resulting configuration is , and we write . A sequence of transitions is valid in a configuration if there are configurations such that and . In this case, we write .
Finitely generated groups.
The second type of system is an extension of pushdown systems, where in between letters, one can store elements of a group. In the framework of valence systems, this group is always a graph group (also called right-angled Artin group), but in fact, our decidability proof applies to any finitely generated group with a decidable word problem. (Moreover, the complexity bound holds as soon as the word problem of the group is solvable in ). Since this more general setting is also easier to describe, we choose it here.
We begin with some terminology. A group is a set together with an associative binary operation such that (i) there is a neutral element , i.e. , and (ii) every element has an inverse such that . For a subset and a sequence over elements of , we write for the group element obtained by multiplying the elements in . A generating set of is a subset such that every element of can be written as a product of elements in or in . The group is finitely generated if it has a finite generating set. If is a finite generating set of , then the word problem is the following decision problem: Given a string , decide whether . It is well-known that decidability (or complexity, up to logspace reductions) of the word problem does not depend on the chosen generating set [26, p. 88].
Model II: Group pushdown systems.
From now on, we fix a finitely generated group , with a finite generating set . A -pushdown system is a tuple , where is a finite set of states, is its stack alphabet,
is its finite set of transitions, and is its initial state. Here, edges labeled are push-transitions, i.e. an edge with pushes an on the stack. Edges labeled are pop-transitions, i.e. an edge will pop an from the stack.
Formally, the elements of on edges of are specified by words over , which is possible since is a generating set of .
A (valid) configuration of is a pair , where and is a sequence , where are group elements, and are stack letters. In such a configuration, a transition is valid if
-
a.
. In this case, is called a push transition and the resulting configuration is .
-
b.
, say , and and . In this case, is called a pop transition, and the resulting configuration is .
-
c.
. In this case, is called a group transition and the resulting configuration is . In other words, is multiplied onto the top-most group element.
In these cases, we write , where is the resulting configuration. As above, we define to mean that can be reached via a sequence of valid transitions. In this case, the sequence is called valid in .
Viability games.
Let us now describe viability games on VASS and group pushdown systems. Such a game is played by two players, the existential () and the universal player (), and is specified by a VASS (resp. a group pushdown system), so that the set of states is partitioned as , where belongs to the existential player, and belongs to the universal player. During a play, the two players choose transitions. Here, the chosen transition must always respect the current state. Moreover, the current state determines which player can choose the next transition.
The key idea is that the winning condition of the existential player requires (i) the play to be infinite and (ii) all prefixes of the transition sequence to be valid in the initial configuration. In the fixed initial credit setting, the initial configuration is the empty configuration: for VASS and for group pushdown systems (here, is the empty sequence). In the unknown initial credit setting, we are asked whether there exists an initial configuration from which the existential player wins.
Viability games on VASS and energy games.
Crucially, observe that viability games on (-dimensional) VASS are equivalent to (-dimensional) energy games.
Example: Viability game on a -pushdown system.
Consider a -pushdown system , where , , and is the group with componentwise addition and neutral element , generated by . The game is depicted in Fig. 1, where circle states belong to the existential player () and square states to the universal player ().
In the fixed initial credit setting, the existential player does not win this game, as she cannot win from the initial configuration . In the unknown initial credit setting, however, she does win. Specifically, she wins from any initial configuration of the form , where for , i.e. any configuration with at least one and the topmost group element . To see why the top of the stack must be : in order to sustain an infinite play, the existential player must eventually reach , which requires applying the group transition followed by the pop transition . For the pop transition to be valid, the topmost stack entry must be , followed by the letter , so that after the group transition the topmost group element becomes (the neutral element of ), as required for a valid pop, so the can be popped.
Once the existential player reaches with stack content , she wins by the following strategy. From , the universal player may take the self-loop any number of times (each time pushing an with group element , leaving the stack as ) before moving to . From , the existential player moves to either or , depending on which transition the universal player took to , with the stack content . In all cases, the existential player can navigate back to with stack content , by popping the copies of using the self-loop on . Since the same strategy applies from with any stack content, this produces an infinite sequence of valid transitions, and the existential player wins.
It follows from our results (see Section 5) that viability games are decidable (and, even in ) for -pushdown systems – in both the fixed and unknown initial credit settings (in fact, the decidability proof even applies to any group with a decidable word problem). However, perhaps surprisingly, if we replace one of the -counters with a VASS counter (i.e. one that must be non-negative in valid configurations), viability games become undecidable.
3 Preliminaries
Graphs.
In the general framework of valence systems over graph monoids, the storage mechanism of an infinite-state system is specified by an undirected graph that may have self-loops. Formally, a graph is a pair , where is its set of vertices and is its set of edges. Nodes are adjacent if . Here, a singleton in is a self-loop (on ), so we say that is looped. A clique is a set of pairwise adjacent vertices. In an independent set, all vertices are pairwise non-adjacent. An induced subgraph of is a graph , where and also , i.e. among its vertices, has precisely those edges that appear in . If there is no danger of confusion, we also call a graph induced subgraph of if is isomorphic to an induced subgraph of .
The congruence relation.
To define the storage mechanism described by a graph , we need to introduce the congruence . To , we associate the alphabet , where we regard as an alphabet and as a decorated version of . We also define the involution , where and and . On , the set of words over , we consider the smallest congruence that satisfies:
| for each | |||
Here, is allowed, meaning if is looped, then . The congruence gives rise to a monoid, which is a set together with an associative operation and a neutral element . Specifially, we have the monoid . For a word , we use to denote the congruence class of .
Monoids as storage mechanisms.
Traditionally, the monoid is used to define “valence automata (over )” that accept languages. Here, each edge carries an input word and a word over , where words are viewed as (sequences of) storage instructions. Then a run with instructions on its edges is accepting if . Intuitively, this is because such a sequence has neutral effect: A pushdown automaton accepts if the instruction sequence brings the empty stack back to the empty stack (or equivalently, brings any possible stack back to itself); a VASS accepts if the instruction sequence brings the empty counters back to the empty counters (equivalently, brings any counters valuation back to itself). Note that this way, elements can be viewed both as configurations (i.e. the one reached by applying ) and as actions: applying to yields .
Examples.
With suitable , one can now realize classical storage mechanisms like pushdowns or counters. For example, if has no edges (not even self-loops), valence automata over are essentially pushdown automata with stack alphabet . A word has if and only if can be brought to the empty word by deleting factors . Viewing as push instructions and as pop instructions, this is equivalent to being a sequence of instructions that bring the empty stack back to the empty stack.
Let be an unlooped clique, i.e. a clique without self-loops. Then has if and only if, for each , every prefix of the projection of to just , has the property , and also . Thus, if and only if is a sequence of increment () and decrement () operations that bring all counters from zero to zero, while maintaining non-negativity. Thus valence automata over are -VASS for .
If is a looped clique, i.e. a clique of looped vertices, then has if and only if for each , and for . Hence valence automata over looped cliques are -VASS [20]: counter machines with integer-valued counters.
Finally, suppose is the graph ![]()
Viable runs and right-invertibility.
In the setting of viability games, we do not need a notion of accepting run, but we need a notion of a run that is “allowed” (or “viable”), i.e. does not perform any illegal instructions. Given that a sequence is considered complete in valence automata if , we can define (or ) as valid or viable if can be completed to , i.e. if the element is right-invertible in . Here, an element is called right-invertible if there is with . The set of right-invertible elements of is denoted . Thus, we call an instruction (sequence) valid (resp. invalid) in a configuration if (resp. ).
The idea to consider right-invertible elements as valid configurations/instruction sequences has been introduced in work on first-order logic with reachability over configuration graphs of valence systems [14]. As observed there, for those concrete storage mechanisms (such as pushdowns or VASS counters) that can be represented by , corresponds to real configurations. For example, if has no edges and thus represents a pushdown, then is the set of all with , which corresponds to the set of stack words over , hence . On the other hand, stack words containing a pop not preceded by a push of the same letter, e.g. or where , are not valid configurations. Clearly, they are not right-invertible in , and thus not in . If is a loopless clique, then is also the set of all with , but since for , we have an isomorphism for . Hence, is the set of valid counter valuations in a -VASS. Once more, for , and for are not in as those are not valid configurations.
Valence system.
Let be a graph. A valence system over is a tuple , where is a graph, is a finite set of states, is the transition relation, and is its initial state. A configuration is a pair . We denote the set of all configurations with . A run is a (finite or infinite) sequence of configurations such that for each , there is a transition in such that , where . Thus, after applying transitions , we arrive in some with .
4 Viability games
We now introduce viability games and the corresponding decision problems. As mentioned above, viability games generalize Energy games by including “invalid configurations” in the arena (i.e. the results of instructions that are not allowed), and making it part of the winning condition of to only use valid/viable configurations. This leads to our notion of arenas:
Valence game arena.
A (valence) game arena is a valence system where the set of states are parititoned into two sets , the states owned by the existential (or, -) player and , the states owned by the universal (or, -) player. Moreover, in a game arena, every state has at least one outgoing transition, and for any , there is at most one transition from to . Thus, each graph defines a class of valence games arenas, in the same way it defines a class of valence systems.
A play is an infinite run. A valence game , is a game arena with an objective . Intuitively, -player controls and tries to satify Obj, while -player controls and tries to violate Obj. For , we denote by . An -strategy is a map such that for every , there is a . A play is compliant with if for every with , we have . Note that starting from an initial configuration , any state sequence with and similarly, any two strategies and , define a unique play because there is at most one transition between any two states. An -strategy is winning from a configuration if all plays starting from and compliant with are in Obj if , and not in Obj if . A configuration is won by the player that has a winning strategy from . If the objective is a Borel set, each configuration is won by one of the players [28].
Remark 4.1.
The assumption that every state has an outgoing transition is non-essential for the objectives we consider, but simplifies the definitions. See the full version [32] for details.
Graph classes.
A single graph represents a specific
storage mechanism, such as -VASS if is ![]()
Viability games.
We are ready to define viability games. Here, the fact that only valid/viable configurations should be used is part of the objective for -player. Consider a valence game arena . We define the objective , short for “right-invertibility objective”, as the set of plays where for every . In other words, the play only visits valid/viable configurations. RIO is a Borel set.
Decision problems.
We have the following decision problems related to viability games. In the fixed initial credit setting, the initial configuration (or, credit) is given. For a class of graphs, is the following problem:
- Given:
-
A graph from , a valence game arena over , and a word .
- Question:
-
Does -player win for the objective RIO?
We also have the unknown initial credit setting, where the initial configuration is to be determined. For a class of graphs, is the following problem:
- Given:
-
A graph from and a valence game arena over .
- Question:
-
Is there a such that -player wins for the objective RIO?
5 Main results
In this section, we present the main results of this work. Main Theorem A provides a full characterization of decidability and complexity of , and Main Theorem B provides such a characterization of . We begin with some notation needed in the statements.
The VASS dimension.
Intuitively, the VASS dimension of is the largest dimension of VASS that can be simulated using storage mechanisms over . A -clique is a clique of vertices. Recall that an (un)looped -clique represents -dim. -VASS (-dim. VASS). Therefore, we denote by (resp. ) the class of looped (resp. unlooped) cliques. For a class of graphs, we define its VASS dimension as the supremum over all such that some graph in contains an unlooped -clique as an induced subgraph.
Stacks of configurations.
For some graphs , valence systems over behave like pushdown systems where the stack entries can be configurations of other storage mechanisms. Suppose a graph is obtained from a graph by adding a set of unlooped independent (i.e. pairwise non-adjacent) vertices. Then the elements of can be written as , where and . This can be viewed as a stack content with letters , interspersed with configurations corresponding to . Then, multiplying some will yield , i.e. apply to the top-most entry. Multiplying some will yield and thus start a fresh entry on top. Finally, applying will yield a right-invertible element (i.e. be valid/viable) if and only if (i.e. we are popping the right letter) and (the top-most entry is empty). If that is the case, then this yields , thus popping the entire top-most entry.
For these reasons, we denote by the class of graphs as above, where is drawn from : We think of these as pushdown systems over . Formally, is the class of graphs where is a set of unlooped independent vertices, and . We also write for all graphs that are just unlooped independent graphs, i.e. .
Direct products.
Suppose is obtained from and by taking a disjoint union of the vertices, and making any two vertices from and from adjacent. Then and thus valence systems over can be viewed as having access to both storage mechanisms and , used independently. We therefore write , and extend this notation to classes of graphs, i.e. . For example, are the graphs corresponding to pushdown vector addition systems [4, 23, 19].
Groups.
If has only looped vertices, then is a group, meaning for every , there is a with : Indeed, for , we have , since for any . Therefore, we denote by the class of graphs with only looped vertices. Note that for a class , an algorithm for or can just ignore all letters in the components, since they never stand in the way of right-invertibility.
The main results.
We are now ready to state our main results. We first have a full description of the decidability and complexity landscape of the fixed initial credit setting:
Main Theorem A.
Let be a class of graphs closed under induced subgraphs.
-
a.
If and , then is -complete.
-
b.
If and , but , then is -complete.
-
c.
If and , then is -complete.
-
d.
In all other cases, is undecidable.
Likewise, we have a full description of the decidability and complexity landscape of the unknown initial credit setting:
Main Theorem B.
Let be a class of graphs closed under induced subgraphs.
-
a.
If and , then is -complete.
-
b.
If and , then is -complete.
-
c.
If , but , then is -complete.
-
d.
In all other cases, is undecidable.
Let us briefly interpret Main Theorems A and B in terms of concrete storage mechanisms. First, note that means that corresponds to VASS (up to a group component, which does not affect the game). Then, means the VASS dimension is bounded by some fixed , while means corresponds to VASS of arbitrary dimension. Moreover, graphs in correspond to group pushdown systems (see Section 2) where the group is a graph group.
Thus, in both theorems, case (a) corresponds to fixed-dimensional VASS. In Main Theorem A, case (b) means we allow group pushdowns or fixed-dimensional VASS, and case (c) is the same as (b), except that the VASS have arbitrary dimension. In Main Theorem B, case (b) corresponds to arbitrary VASS, whereas case (c) means we have some group pushdown system, and VASS of either fixed or arbitrary dimension.
Discussion: Decidability through viability semantics.
Our results show that fixed and unknown initial credit problems are decidable precisely for a class included in . Since a direct product with is irrelevant for and , this means the interesting settings are and .
Here, and are the same as multi-dimensional energy games, meaning our results reveal as a new class of systems with decidable games.
This new class includes , i.e. stacks where entries contain vectors over , for some . These are part of the class of stacked counter automata [36, 38]. Having a decidable game type for is noteworthy, because these systems behave as unfavorably to classical games as : In games where the arena ensures validity of instructions, (i) control-state reachability games, (ii) configuration reachability games, and (iii) non-termination games (where the objective is just to construct an arbitrary infinite run), are all undecidable for . For (i),(ii), this was shown in [30, Thms. 19.2.1,19.2.10]. For (iii), we provide a simple proof in the full version [32].
Therefore, in , we identify a new class of systems where the viability semantics achieves decidability.
Decidability of viability games for is noteworthy for another reason: In (beyond ), even ordinary (i.e. single-player) control-state reachability is undecidable. This is because the rational subset membership problem for graph groups (which is undecidable in general [25, Theorem 2]) reduces to control-state reachability in .
Discussion: Subtle decidability border.
Let us briefly discuss the subtle decidability border for and for graphs of the form , i.e. a stack of two counters, which are either -VASS counters or VASS counters. If both are VASS counters, then viability games are undecidable by a similar reduction as for ordinary safety games for -VASS. It turns out, the construction can be adapted if one counter is a counter, i.e. for . However, if both are counters, then we are in , where viability games are decidable.
6 Proof overview and key ingredients
In this section, we give an overview of the proofs of Main Theorems A and B. The individual ingredients will be shown in the subsequent sections.
Undecidable cases.
Let us begin by mentioning those graphs for which we show undecidability (both of and ). We call the graphs shown in Fig. 2 the illegal graphs. Note that in Fig. 2, a dotted edge means it can be present or not (and both variants are deemed illegal). We will show that for these graphs, both and are undecidable:
Theorem 6.1.
If is an illegal graph, then both and are undecidable.
Pure VASS-like cases.
As apparent from Main Theorems A and B, the decidable cases are those where every graph in belongs to or to (or both). Since in our setting, a direct product with a group will have no influence on the game (as right-invertibility is not affected), we may as well assume that the graphs belongs to . For graphs in , the problems and are just energy games with unary-encoded numbers, and thus complexity follows from existing results:
Theorem 6.2.
Let . If , then is -complete and is -complete. If , then both and are -complete.
It is immediate from the definitions that the case corresponds to energy games where the dimension is arbitrary (and part of the input). Here, the fixed initial credit setting is -complete [22, Cor. 6.1] and the unknown initial credit setting is -complete [9, Thm. 9]. Moreover, is the case of fixed dimension. Here, both settings are -complete, see [22, Thms. 3.3&3.5].
Pure Pushdown-like cases.
Now suppose , or equivalently . Here we discover a novel decidability result: While control-state reachability games and configuration reachability games (and even ordinary control-state reachability, without games!) are undecidable, viability games are decidable for storage mechanisms. Moreover, we will show that both and are -complete for this class:
Theorem 6.3.
Suppose . Then and are in . -hardness holds as soon as contains a graph that does not belong to .
Regarding hardness, note that a graph in belongs to if and only if it contains at most one unlooped vertex , and all the unlooped vertices are adjacent to . Thus, does not belong to if and only if contains (i) two unlooped vertices or (ii) one unlooped vertex and a looped vertex that is not adjacent to . In both cases, one can reduce classic pushdown (non-termination) games to and which is known to be -hard [34].
The interesting part of Thm. 6.3 is the decidability and upper bound of and . These will be shown in Sections 7 and 8.
Completeness of the characterization.
In addition to Thms. 6.1, 6.2, and 6.3, we also need to show that every class of graphs falls into one of the cases in Main Theorems A and B. This will follow from the following, which we prove in Section 10:
Theorem 6.4.
Every graph that contains no illegal graph as an induced subgraph belongs to .
Key technical ingredients.
Our proofs contain several novel technical ingredients. First, proving undecidability in the case of (i) (Fig. 2) requires a subtle encoding of two-counter machine: Valence systems over (i) have a pushdown, where each entry contains one -counter and one -counter. Note that such an undecidability proof is not possible if both are -counters, as then we are in the setting, which is decidable.
Second, our algorithm for relies on the insight that if the stack contains a group element that does not have a representation among polynomial length words, then can force a victory, because these elements are “too big to cancel in time”. This implies that detecting winning strategies can be confined to group elements with representations of polynomial length . However, a naive implementation of this would encode the group elements in an exponential-sized stack alphabet (resulting in a algorithm). Indeed, we cannot store the group elements as words on the stack: After expanding them (potentially beyond length ), we need to find a new representation of length (if one exists), but this requires substantial rewriting far from the ends of the word. To mitigate this, we devise an algorithm that, as in pure pushdown systems [7], saturates only sets of (sets of) control states. This yields the optimal algorithm.
Third, our algorithm for reduces to . To this end, a combinatorial argument shows that initial configurations of exponential stack height (and polynomial-sized group-valued entries) always suffice. However, an additional trick is needed to allow to guess an exponential-sized stack without having the opportunity to grow it infinitely. We achieve this by adapting a recent technique from indexed languages [27].
Fourth, a combinatorial argument shows that all graphs that avoid the illegal graphs (Fig. 2) belong to or to .
Note that in the literature on valence systems, complete descriptions of decidability (let alone complexity) landscapes are rare. For decidability, this has been achieved for first-order logic with reachability [14], certain underapproximations of reachability that are designed to guarantee decidability [29, 33], and games on valence system arenas [30] (but here, only trivial cases are decidable).
7 Group pushdowns with fixed initial credit
In this section, we show that can be solved in . Since in a group, every element is right-invertible, this problem trivially reduces to .
Group elements on the stack.
However, the group elements on the stack do pose a non-trivial challenge. Indeed, recall that if , then an element in is of the form , where are from an independent, unlooped set of vertices (i.e. pushdown letters), and are over looped vertices (i.e. generators of a group). Now, if we perform a pop of in this configuration, then it depends on the top-most group element (and ) whether this leads to a valid configuration: If and , then this will lead to the right-invertible , but if or , then the result is not right-invertible. Since viability games for pushdown systems can easily be reduced via classical safety games on pushdown systems, the (infinitely many) group elements on the stack constitute the main difficulty.
Preparation: single pushdown letter.
We may assume that the initial credit is empty, since this can easily be encoded in the arena. We may also assume that there is only a single pushdown letter (aside from group elements): If there are pushdown letters and looped vertices , then each entry with in a configuration is encoded by , where is a single fresh pushdown letter, and is an arbitrary letter in . Thus, we encode one entry by two entries, the first of which encodes the specific original letter used. This works because for , the elements for are pairwise distinct.
Lemma 7.1.
reduces in poly-time to the case of a single unlooped vertex.
Details can be found in the full version [32]. Thus we assume , with , where is unlooped, the vertices in are all looped, and there are no edges between and . Clearly, we may assume that all transitions carry either a letter in or .
Strategy trees.
Winning strategies for describe infinite runs, meaning it is not immediate how to represent them finitely. In contrast, winning strategies for have finite representations: Since a play winning for must visit an invalid configuration (i.e. with ), and everything thereafter is irrelevant, we can represent the strategy in a finite tree. Therefore, our algorithm searches for a winning strategy for .
Specifically, a -strategy tree for is a tree with nodes in , edges are labeled by , such that the following holds: If a node has , then for every transition in , the node has a child . If , then the node has a single child for some transition in . Here, the edges are always labeled by the multiplied . We call the tree winning if all branches (i.e. plays) are winning for -player. For -strategy trees this means each branch visits some with . We consider finite winning -strategy trees where every branch has the first such as a leaf. Our task is thus to detect winning -strategy trees.
Saturating along stack height.
If we had no group elements, then detecting -strategy trees would amount to solving a safety game on a pushdown graph. Here, a standard approach is a saturation procedure [7]. The data that is being saturated is, for each , the set of all subsets such that, roughly speaking, there is a -strategy tree with root node where we allow leaves that (i) are invalid (i.e. ), or (ii) end in an empty configuration , but in . We call such a “relaxed winning -strategy tree” a -tree. Then clearly, if and only if there is a winning -strategy tree rooted in .
In the pushdown setting, can be computed via saturation w.r.t. the maximal stack height: Let be the set of all such that there is a -tree, i.e. a -tree where all stack heights across branches are . Without group elements, it is not hard to compute from via emptiness of finite-state tree automata.
Main challenge: Group elements.
The main challenge in our algorithm is to perform the above saturation in the presence of group elements. Note that very closely related tasks are already undecidable: It is undecidable (for certain ) whether a given regular contains some with [25, Thm. 2]. Thus, it is undecidable whether, even in the single-player setting, there is ever a valid pop.
Key idea: Big & small elements.
Let us sketch how we deal with group elements, in the case of stack height . The crucial observation is that group elements can be “big” or “small”. Intuitively, small elements just need polynomially many bits, whereas big elements are “too big to cancel in time” and thus do not need to be stored exactly.
Let us make this precise. With , let be some group element. Let denote the word length of , i.e. the length of the shortest word with . We say that is -eligible if there exists a -strategy tree where (i) is in the root and (ii) every branch contains a pop, and no push. Clearly, in any -tree, every ocurring state must be -eligible. The following observation about big elements is key:
Lemma 7.2.
Suppose is -eligible and has . Then is the root of some -tree for every .
This is because there is a tree witnessing -eligibility of height at most : In a tree higher than , we can cut a repeating occurrence of a state, and still obtain a witness. However, on this witness, every branch will multiply a group element of word length at most . Therefore, making the root node will yield a -tree: In every branch, we multiply some element with to , but since , we know that : Otherwise we would have . Therefore, the pop in each branch must be applied with a group element and is thus invalid – the tree is a -tree. We say is big if .
Cayley graphs.
By Lemma 7.2, it suffices to track small elements, i.e. those with word length , of exactly. We do this using a standard construction in group theory: The Cayley graph of , denoted , is the directed graph with as its vertex set, and edges for each and with . Of course, is infinite, but we consider a variant where all big elements are collapsed into one: We obtain the restricted Cayley graph by removing all big nodes and inserting a fresh “trap vertex” : All edges that arrive in big elements in are redirected into .
We will regard as an automaton with exponentially many states: Note that it can be computed in : An element can be represented by the length-lexicographically minimal word with . Moreover, given words , one can decide in poly-time whether : This is because the groups of the form , also called right-angled Artin groups, embed into matrix groups (over the reals) [13, 21], for which the word problem is in logspace [24]. One can thus find a minimal representative in .
The base case.
With Lemma 7.2 and in hand, we can now compute : Given a set , we construct a finite (top-down) tree automaton that, roughly speaking, accepts -trees with in their root. However, it restricts nodes to -eligible states, and so when in some node , the element of becomes big, then the automaton can “declare victory” (for ): It accepts this node as a leaf, because Lemma 7.2 tells us that this node can be completed to even a -tree. The automaton can therefore use to track the group element on the current branch. This tree automaton has exponentially many states, and it accepts some tree if and only if . Thus, we can compute all of in .
Saturation step.
Once we have computed for every , we compute with similar ideas. Consider a -tree with some push of in some node in state that moves the stack height from to . In each branch below this push, we either (i) eventually come back to stack height and arrive in some state , or (ii) encounter an invalid pop. Let be the subtree consisting of all paths until (i) or (ii) occurs. Then the set of all states as above, satisfies . We can therefore “shortcut” : Instead of performing the push, we take one subtree for each and place it directly under . Repeating this shortcutting will lead to a tree with stack height , but with special nodes whose children are given by some for some . The trees of this form can now be detected by a finite tree automaton: It is constructed as in the base case, except that each provides a new transition to simulate shortcuts. Here, we use a fact analogous to Lemma 7.2: Note that there the bound will still be , since the automata for eligibility for higher have exponentially many transitions, but still only states.
Overall complexity.
This way, we can compute in (w.r.t. input size) from the sets for . Since for every , this means the overall saturation terminates in exponentially many steps, leading to an upper bound overall.
Remark 7.3.
A naive implementation of the idea in Lemma 7.2 would reduce to a pushdown game with exponential stack alphabet, resulting only in a upper bound.
Remark 7.4.
Although our result is only about , where the group on the stack is of the form for a looped , the algorithm even works for any finitely generated group with a decidable word problem (which asks whether a given sequence of generators yields the identity): This suffices to compute an equivalent representatives of length , if it exists.
8 Group pushdowns with unknown initial credit
In this section, we show that reduces to in polynomial time. Together with the upper bound for in Section 7, this establishes Thm. 6.3.
Let belong to and consider a valence game arena . As in Lemma 7.1, we may assume that such that is isolated and has a self-loop on every vertex. Recall that an element can be written as with for . We call the -length of . By , we denote the maximal word length among all elements .
Ingredient I: Bounding the initial credit.
Our first ingredient is a combinatorial argument that shows if a viability game with states over is won with some initial credit , then there is such a where with and .
Theorem 8.1.
If the viability game is won by , then wins where is the initial state of and where and .
Proof sketch.
We sketch the proof for . The bound uses arguments similar to Lemma 7.2. Consider a winning -strategy tree from for with . We will argue that we can cut some infix from .
For each branch in , its popping depth is the maximal such that the suffix is popped during this branch. Consider the case that all branches have a popping depth . For every , let be the (non-empty) set of all states visited on some branch after popping the suffix for the first time. There must be , , with . But then we can remove the infix from : By reattaching subtrees whose root contains to other nodes that used to contain , but have the same control-state, we obtain a winning -strategy tree for the shorter initial credit .
If there are branches with popping depth , then for , they contribute to just as above. But for , we expand by a state such that this branch visits infinitely often at its lowest stack height. Then the same cut-and-reattach procedure works.
Ingredient II: Guessing the initial credit.
We now use Thm. 8.1 to reduce to . Here, we construct a valence game arena where first guesses an initial credit with and , and then simulates the game. Here, the difficulty is to guess a stack content with exponentially many entries without allowing to win outright by just growing and growing the stack.
To this end, we modify a construction from [27, Section 9]: The idea is to not only guess a stack with entries, but a stack with decorated letters. Then, each time pushes a pushdown letter, can check whether the stack still has entries. But in fact, checks that the decoration adheres to a pattern that implies length . This pattern is a suffix-closed set of words that can be recognized by running linearly many DFAs in parallel. Let to denote the set .
Lemma 8.2.
For every , there are two-state DFAs over such that is suffix-closed and has a unique longest word of length .
See Fig. 4 for an illustration of . Intuitively, accepts all words where between any two ’s, there is at least one occurrence of . Thus, a word in the intersection can have at most one , at most two ’s, etc. and at most -many ’s. Thus, the unique longest word in the intersection has length and is a palindrome.
Remark 8.3.
In [27, Section 9] a similar DFA-based construction in indexed/grammars/alternating PDAs is used to ensure a stack height of exactly . Here, we need to apply this check after every push, necessitating a check of “”. Thus, our DFAs need to be suffix-closed, and hence we need a different construction than their “binary counting” DFAs.
Constructing the game.
With Thms. 8.1 and 8.2, we are prepared to present the reduction. To this end, we construct the game , which is given in Fig. 3. First, collects an initial credit in the loop before entering : the arena where every push/pop is replaced by -many pushes/pops, one for every . Say wins the game from for some that obeys Thm. 8.1. She collects before entering with one caveat: she collects such that the push-sequence of is the -length suffix of the -length word accepted by . Clearly, wins iff she wins on from .
Player can challenge the accumulated initial credit at every loop from his state ch that has an outgoing edge to the initial state of , “the game-version” of , for each (see Fig. 4(b)). Player wins the subgame if (i) the push-sequence of the accumulated credit is not accepted by , or (ii) there is a group element of word length inbetween two pushes. Otherwise, wins . As obeys Thm. 8.1 and the language of is suffix-closed, wins the subgame entered with any prefix of . As she also wins on from , she wins from ) – is a positive instance.
Suppose is a negative instance, i.e. there is no initial credit with which wins on . Then, stays in the loop , and wins by waiting until the -length of the accumulated stack word reaches and moving to a for which .
9 Undecidability results
We now prove Thm. 6.1, i.e. the undecidability results entailed by Main Theorems A and B. Recall that the vertices of the graphs (i) – (iv) (Fig. 2) are called , left to right.
Theorem 9.1.
Let be one of the valence graphs (iii) or (iv). Then and are both undecidable.
This follows almost directly from Abdulla, Atig, Hofman, Mayr, Kumar and Totzke [1], who show undecidability of pushdown games with a single additional counter, and where the objective includes non-negativity of that counter (invalid pops, however, are not visible in the arena). Moreover, valence systems over (iii) are precisely one-dimensional pushdown VASS. In the case (iv), we need a small modification, because the right-most vertex has a self-loop: We replace () transitions with (). See the full version [32] for details of both reductions.
Theorem 9.2.
Let be one of the valence graphs represented by (i) or (ii). Then and are both undecidable.
The case (ii).
Valence systems over (ii) belong to , i.e. they have a stack whose entries are VASS counters, and (ii) is the case of . Here, is the pushdown letter, and and correspond to the counters. We exploit that a pop is only valid if the top-most entry’s counters are both zero. This permits a reduction from two-counter machines (with instructions , , , for ), similar to undecidability of games on VASS arenas [17, Thm. 13.1]. We still sketch (ii), to set the stage for the new idea for (i).
For (ii), we use a stack with two entries (the lower containing a single ), and the top-most entry containing the two counter values: We encode by . Increments and decrements are mimiced directly on and . For zero-tests, the gadget in Fig. 5 lets win if the tested counter, say , was not zero: If challenges, then first gets a chance to reset the untested counter, say , in . Since this cannot go on forever (this would eventually lead to an illegal decrement), must move right eventually, but this is only victorious for if both counters are actually zero: Otherwise, we obtain an element with not both zero, which is not right-invertible (here, the single is there to make this element non-right-invertible even if has a self-loop). See the full version [32] for details.
The case (i).
With (i), we need a new trick. Here, we have a pushdown where each entry contains one -valued counter () and one -valued counter (). The gadget Fig. 5 would not work, because when zero-testing , the loop would let win just by looping .
The trick is to encode as . Then, in the new zero-test gadget (Fig. 6, right), when gets a chance to deplete the untested counter in , each of her loops will include a decrement on , which means (as above) she cannot do this forever. However, the encoding as does not in itself guarantee and : This element can be right-invertible despite or . Therefore, decrements also use a gadget (Fig. 6, left) where wins as soon as or . See the full version [32] for details.
10 Completeness of characterization
In this section, we prove Thm. 6.4.
Proof of Thm. 6.4.
Suppose contains no illegal graph as an induced subgraph. Let be the set of unlooped vertices of . If is empty, then even belongs to , and thus to the union as desired. Hence, we assume . We distinguish two cases, illustrated in Fig. 7.
First, suppose contains two adjacent vertices . Then every other vertex in must be adjacent to both and , as otherwise, would contain one of the illegal graphs (ii), (iii), or (iv). This means, the vertices in form an unlooped clique, and all looped vertices are adjacent to all vertices in . Thus, belongs to .
Now suppose the vertices in are independent. We partition the looped vertices of into the sets and , where (i) contains those looped vertices that are adjacent to some vertex in and (ii) contains all other looped vertices.
Claim 1: All vertices in are adjacent to all vertices in . Indeed, otherwise there is an not adjacent to some . However, is adjacent to some by definition of , and so induce an illegal graph (i). This establishes Claim 1.
Claim 2: All vertices in are adjacent to all vertices in . Indeed, otherwise there are non-adjacent and . But since there is , the vertices together induce an illegal graph (i). This establishes Claim 2.
Clearly, the graph induced by belongs to . By our claims, the vertices in are adjacent to all vertices in , hence the entire belongs to .
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