Abstract 1 Introduction 2 The two decidable cases 3 Preliminaries 4 Viability games 5 Main results 6 Proof overview and key ingredients 7 Group pushdowns with fixed initial credit 8 Group pushdowns with unknown initial credit 9 Undecidability results 10 Completeness of characterization References

Infinite-State Games with Energy Objectives Beyond Counters

Irmak Sağlam ORCID Max Planck Institute for Software Systems (MPI-SWS), Kaiserslautern, Germany    Georg Zetzsche ORCID Max Planck Institute for Software Systems (MPI-SWS), Kaiserslautern, Germany
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 Systems
Category:
Track B: Automata, Logic, Semantics, and Theory of Programming
Copyright and License:
[Uncaptioned image] © Irmak Sağlam and Georg Zetzsche; licensed under Creative Commons License CC-BY 4.0
2012 ACM Subject Classification:
Theory of computation Problems, reductions and completeness
; Theory of computation Concurrency ; Theory of computation Formal languages and automata theory
Related Version:
Full Version: http://arxiv.org/abs/2605.05935 [32]
Funding:
margin: [Uncaptioned image] 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 Puppis

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, (d-dimensional) vector addition systems (d-VASS) are systems with access to d 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 Γ. For example, if Γ consists of isolated vertices without self-loops, then valence systems over Γ are pushdown automata. If Γ is a clique of d vertices (without self-loops), then this realizes a d-dimensional VASS. Adding self-loops would yield a d-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 Γ precisely when Γ 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 Γ is drawn from a class 𝒢 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 𝒢 is the class of unlooped cliques of size d, then viability games over 𝒢 correspond to d-dimensional energy games. If 𝒢 contains all unlooped cliques, then viability games over 𝒢 are energy games over arbitrary dimension (and the dimension is part of the input).

Our results show that for every choice of 𝒢, the above problems are either (i) 𝖯-complete, (ii) 𝖼𝗈𝖭𝖯-complete, (iii) 𝖤𝖷𝖯-complete, (iv) 𝟤𝖤𝖷𝖯-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 𝖯𝖣(𝖦𝗋𝗉). The latter are an extension of pushdown systems where each stack entry carries an element from some infinite group G. With the instructions, one can push and pop letters, but also multiply elements of G onto the top-most group element on the stack. Here, pushing creates a fresh entry initialized to 1G. Popping is only possible if the top-most group element equals the neutral 1G. 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 1.

As an example, if G is the group d for some d1, then we call these systems 𝖯𝖣(𝖵𝖠𝖲𝖲), 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 𝖯𝖣(𝖦𝗋𝗉) is noteworthy for two reasons. First, in the classic setting (i.e. arenas of valid configurations) even the special case of 𝖯𝖣(𝖵𝖠𝖲𝖲) is as unfavorable to games as VASS: even non-termination games are undecidable (see the full version [32]), already for d=2. Second, in 𝖯𝖣(𝖦𝗋𝗉) overall (i.e. beyond the groups d), 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 𝖯𝖣(𝖦𝗋𝗉).

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 (d-dimensional) vector addition system with states (VASS) is a pair (Q,δ,q𝑖𝑛𝑖𝑡) consisting of a finite set Q of states and a finite set δQ×d×Q of transitions, and a final state q𝑖𝑛𝑖𝑡Q. 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 Q×d. A transition t=(p,𝒖,q)δ is valid in a configuration (p,𝒙) if 𝒖+𝒙d, in which case the resulting configuration is (q,𝒙+𝒖), and we write (p,𝒙)𝑡(q,𝒙+𝒖). A sequence w=t1tm of transitions is valid in a configuration (p,𝒙) if there are configurations (q0,𝒙0),,(qm,𝒙m) such that (p,𝒙)=(q0,𝒙0) and (qi,𝒙i)ti(qi+1,𝒙i+1). In this case, we write (p,𝒙)𝑤(qm,𝒙m).

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 𝖤𝖷𝖯 complexity bound holds as soon as the word problem of the group is solvable in 𝖤𝖷𝖯). Since this more general setting is also easier to describe, we choose it here.

We begin with some terminology. A group is a set G together with an associative binary operation :G×GG such that (i) there is a neutral element 1G, i.e. g1=1g=g, and (ii) every element gG has an inverse g1G such that gg1=g1g=1. For a subset SG and a sequence wS over elements of S, we write [w]G for the group element obtained by multiplying the elements in w. A generating set of G is a subset SG such that every element of G can be written as a product of elements in S or in S1:={s1sS}. The group G is finitely generated if it has a finite generating set. If S is a finite generating set of G, then the word problem is the following decision problem: Given a string w(SS1), decide whether [w]=1. 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 G, with a finite generating set W. A G-pushdown system is a tuple 𝒫=(Q,Σ,δ,q𝑖𝑛𝑖𝑡), where Q is a finite set of states, Σ is its stack alphabet,

δQ×(ΣΣ¯G)×Q

is its finite set of transitions, and q𝑖𝑛𝑖𝑡Q is its initial state. Here, edges labeled Σ are push-transitions, i.e. an edge (p,a,q) with aΣ pushes an a on the stack. Edges labeled Σ¯={a¯aΣ} are pop-transitions, i.e. an edge (p,a¯,q) will pop an a from the stack.

Formally, the elements of G on edges of 𝒫 are specified by words over WW1, which is possible since W is a generating set of G.

​​​​A (valid) configuration of 𝒫 is a pair (p,u), where pQ and u is a sequence g0a1g1amgm, where g0,,gmG are group elements, and a1,,amΣ are stack letters. In such a configuration, a transition t=(p,x,q) is valid if

  1. a.

    xΣ. In this case, t is called a push transition and the resulting configuration is (q,g0a1g1amgmx1).

  2. b.

    xΣ¯, say x=a¯, and am=a and gm=1. In this case, t is called a pop transition, and the resulting configuration is (q,g0a1g1am1gm1).

  3. c.

    xG. In this case, t is called a group transition and the resulting configuration is (q,g0a1g1am(gmx)). In other words, x is multiplied onto the top-most group element.

In these cases, we write (p,u)𝑡(q,v), where (q,v) is the resulting configuration. As above, we define (p,u)𝑤(q,v) to mean that (q,v) can be reached via a sequence w of valid transitions. In this case, the sequence w is called valid in (p,u).

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 Q of states is partitioned as Q=QQ, where Q belongs to the existential player, and Q 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: (q𝑖𝑛𝑖𝑡,𝟎) for VASS and (q𝑖𝑛𝑖𝑡,ε) for group pushdown systems (here, ε 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 (d-dimensional) VASS are equivalent to (d-dimensional) energy games.

Example: Viability game on a ×-pushdown system.

Consider a G-pushdown system 𝒫=(Q,Σ,δ,q𝑖𝑛𝑖𝑡), where Q={q0,,q5}, Σ={a}, q𝑖𝑛𝑖𝑡=q0 and G=× is the group with componentwise addition and neutral element (0,0), generated by W={(1,0),(1,0),(0,1),(0,1)}. The game is depicted in Fig. 1, where circle states belong to the existential player (Q) and square states to the universal player (Q).

In the fixed initial credit setting, the existential player does not win this game, as she cannot win from the initial configuration (q𝑖𝑛𝑖𝑡,ε). In the unknown initial credit setting, however, she does win. Specifically, she wins from any initial configuration of the form (q𝑖𝑛𝑖𝑡,ua(0,1)), where u=g0ag1agm for g0,,gm×, i.e. any configuration with at least one a and the topmost group element (0,1). To see why the top of the stack must be a(0,1): in order to sustain an infinite play, the existential player must eventually reach q2, which requires applying the group transition (0,1) followed by the pop transition a¯. For the pop transition to be valid, the topmost stack entry must be (0,1), followed by the letter a, so that after the group transition (0,1) the topmost group element becomes (0,0)=1 (the neutral element of G), as required for a valid pop, so the a can be popped.

Once the existential player reaches q2 with stack content u, she wins by the following strategy. From q2, the universal player may take the self-loop any number of times m (each time pushing an a with group element (0,0), leaving the stack as uam) before moving to q3. From q3, the existential player moves to either q4 or q5, depending on which transition the universal player took to q3, with the stack content uam. In all cases, the existential player can navigate back to q2 with stack content u, by popping the m copies of a using the self-loop on q5. Since the same strategy applies from q2 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 𝖤𝖷𝖯) 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.

Figure 1: A viability game on the G-pushdown system 𝒫, where G=×. Circle states belong to the existential player and square states to the universal player. Push transitions are labeled with stack letters (a), pop transitions with their barred counterparts (a¯), and group transitions with elements of G. Unlabeled edges carry the neutral element (0,0)×, i.e. they leave the top group element unchanged.

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 Γ=(V,E), where V is its set of vertices and E{SV|S|2} is its set of edges. Nodes a,bV are adjacent if {a,b}E. Here, a singleton {a} in E is a self-loop (on a), so we say that a 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 Γ is a graph (V,E), where VV and also E={SESV}, i.e. among its vertices, Γ has precisely those edges that appear in Γ. If there is no danger of confusion, we also call a graph Δ induced subgraph of Γ if Δ is isomorphic to an induced subgraph of Γ.

The congruence relation.

To define the storage mechanism described by a graph Γ, we need to introduce the congruence Γ. To Γ=(V,E), we associate the alphabet Σ=VV¯, where we regard V as an alphabet and V¯={a¯aV} as a decorated version of V. We also define the involution ¯:ΣΣ, where aa¯ and a¯a and w=a1ana¯na¯1. On Σ, the set of words over Σ, we consider the smallest congruence Γ that satisfies:

aa¯Γε for each aV
xyΓyx for each {a,b}Ex{a,a¯}y{b,b¯}.

Here, a=b is allowed, meaning if a is looped, then a¯aΓaa¯Γε. The congruence gives rise to a monoid, which is a set M together with an associative operation and a neutral element 1M. Specifially, we have the monoid 𝕄Γ:=Σ/Γ. For a word wΣ, we use [w] to denote the congruence class of w.

Monoids as storage mechanisms.

Traditionally, the monoid 𝕄Γ is used to define “valence automata (over 𝕄Γ)” that accept languages. Here, each edge carries an input word and a word over Σ, where words wΣ are viewed as (sequences of) storage instructions. Then a run with instructions w1,,wn on its edges is accepting if [w1wn]=1. Intuitively, this is because such a sequence w1wn 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 [w] can be viewed both as configurations (i.e. the one reached by applying w) and as actions: applying [w] to [u] yields [w][u]=[wu].

Examples.

With suitable Γ, one can now realize classical storage mechanisms like pushdowns or counters. For example, if Γ has no edges (not even self-loops), valence automata over Γ are essentially pushdown automata with stack alphabet V. A word wΣ=(VV¯) has [w]=1 if and only if w can be brought to the empty word by deleting factors aa¯. Viewing V as push instructions and V¯ as pop instructions, this is equivalent to w being a sequence of instructions that bring the empty stack back to the empty stack.

Let Γ be an unlooped clique, i.e. a clique without self-loops. Then wΣ=(VV¯) has [w]=1 if and only if, for each aV, every prefix u of the projection of w to just {a,a¯}, has the property |u|a|u|a¯, and also |w|a=|w|a¯. Thus, [w]=1 if and only if w is a sequence of increment (a) and decrement (a¯) operations that bring all counters from zero to zero, while maintaining non-negativity. Thus valence automata over Γ are d-VASS for d=|V|.

If Γ is a looped clique, i.e. a clique of looped vertices, then wΣ has [w]=1 if and only if |w|a=|w|a¯ for each aV, and 𝕄Γd for d=|V|. Hence valence automata over looped cliques are -VASS [20]: counter machines with integer-valued counters.

Finally, suppose 𝖯𝟥 is the graph [Uncaptioned image] , i.e. the path on three vertices. The two outer vertices alone behave like a pushdown as above. The middle vertex is adjacent to both pushdown vertices, and in itself, behaves like a 1-VASS. Thus, a valence automaton over Γ is a pushdown automaton with access to one additional VASS counter, also known as one-dimensional pushdown VASS [4, 19].

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 wΣ is considered complete in valence automata if [w]=1, we can define w (or [w]) as valid or viable if w can be completed to 1, i.e. if the element [w] is right-invertible in M. Here, an element xM is called right-invertible if there is yM with xy=1. The set of right-invertible elements of M is denoted (M). Thus, we call an instruction (sequence) v(VV¯) valid (resp. invalid) in a configuration [u] if [uv](𝕄Γ) (resp. [uv](𝕄Γ)).

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 Γ, (𝕄Γ) corresponds to real configurations. For example, if Γ has no edges and thus represents a pushdown, then (𝕄Γ) is the set of all [w] with wV, which corresponds to the set of stack words over V, hence (𝕄Γ)V. On the other hand, stack words containing a pop not preceded by a push of the same letter, e.g. [a¯] or [ba¯] where ab, are not valid configurations. Clearly, they are not right-invertible in 𝕄Γ, and thus not in (𝕄Γ). If Γ is a loopless clique, then (𝕄Γ) is also the set of all [w] with wV, but since [ab]=[ba] for a,bV, we have an isomorphism (𝕄Γ)d for d=|V|. Hence, (𝕄Γ) is the set of valid counter valuations in a d-VASS. Once more, for a,bV, [a¯] and [ba¯] for ab are not in (𝕄Γ) as those are not valid configurations.

Valence system.

Let Γ be a graph. A valence system over Γ is a tuple (Γ,Q,δ,q𝑖𝑛𝑖𝑡), where Γ=(V,E) is a graph, Q is a finite set of states, δQ×(VV¯)×Q is the transition relation, and q𝑖𝑛𝑖𝑡Q is its initial state. A configuration is a pair (q,x)Q×𝕄Γ. We denote the set of all configurations with 𝖢𝗈𝗇𝖿. A run is a (finite or infinite) sequence of configurations (q0,x0)(q1,x1)𝖢𝗈𝗇𝖿𝖢𝗈𝗇𝖿ω such that for each i, there is a transition (qi,w,qi+1) in δ such that xi+1=xiyi, where yi=[w]. Thus, after applying transitions w1,,wn, we arrive in some (q,x) with x=[w1][wn]=[w1wn].

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 (Γ,Q=QQ,δ,qinit) where the set of states Q are parititoned into two sets Q, the states owned by the existential (or, -) player and Q, the states owned by the universal (or, -) player. Moreover, in a game arena, every state has at least one outgoing transition, and for any p,qQ, there is at most one transition from p to q. Thus, each graph Γ 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 (𝙶,Obj), is a game arena 𝙶 with an objective Obj𝖢𝗈𝗇𝖿ω. Intuitively, -player controls Q and tries to satify Obj, while -player controls Q and tries to violate Obj. For ι{,}, we denote {,}{ι} by 1ι. An ι-strategy is a map σι:QQιQ such that for every σι(wq)=q, there is a (q,x,q)δ. A play (q1,x1)(q2,x2) is compliant with σι if for every i with qiQι, we have σι(q1qi)=qi+1. Note that starting from an initial configuration (q,x), any state sequence q1q2 with q1=q and similarly, any two strategies σ and σ, define a unique play because there is at most one transition between any two states. An ι-strategy σι is winning from a configuration (q,x) if all plays starting from (q,x) and compliant with σι are in Obj if ι=, and not in Obj if ι=. A configuration (q,x) is won by the player that has a winning strategy from (q,x). 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 Γ represents a specific storage mechanism, such as 2-VASS if Γ is [Uncaptioned image] . Thus, understanding a decision problem for each individual Γ tells us little about the setting where part of the storage mechanism (such as the dimension of a VASS) is given in the input. Therefore, we consider the more general setting where the graph Γ is also part of the input, but drawn from some class 𝒢. For example, if Γ is the class of unlooped cliques, then this captures the setting of 𝖵𝖠𝖲𝖲 where the dimension is arbitrary and part of the input. We will assume that 𝒢 is closed under taking induced subgraphs.

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 (Γ,Q=QQ,δ,q𝑖𝑛𝑖𝑡). We define the objective RIO𝖢𝗈𝗇𝖿ω, short for “right-invertibility objective”, as the set of plays (q1,x1)(q2,x2) where xi(𝕄Γ) for every i. 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) [w] is given. For a class 𝒢 of graphs, 𝖥𝖵(𝒢) is the following problem:

Given:

A graph Γ=(V,E) from 𝒢, a valence game arena over Γ, and a word w(VV¯).

Question:

Does -player win (q𝑖𝑛𝑖𝑡,[w]) for the objective RIO?

We also have the unknown initial credit setting, where the initial configuration is to be determined. For a class 𝒢 of graphs, 𝖴𝖵(𝒢) is the following problem:

Given:

A graph Γ=(V,E) from 𝒢 and a valence game arena over Γ.

Question:

Is there a w(VV¯) such that -player wins (q𝑖𝑛𝑖𝑡,[w]) 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 𝖥𝖵, and Main Theorem B provides such a characterization of 𝖴𝖵. We begin with some notation needed in the statements.

The VASS dimension.

Intuitively, the VASS dimension of 𝒢 is the largest dimension of VASS that can be simulated using storage mechanisms over 𝒢. A d-clique is a clique of d vertices. Recall that an (un)looped d-clique represents d-dim. -VASS (d-dim. VASS). Therefore, we denote by 𝖵𝖠𝖲𝖲 (resp. 𝖵𝖠𝖲𝖲) the class of looped (resp. unlooped) cliques. For a class 𝒢 of graphs, we define its VASS dimension 𝖵𝖽𝗂𝗆(𝒢) as the supremum over all d such that some graph in 𝒢 contains an unlooped d-clique as an induced subgraph.

Stacks of configurations.

For some graphs Γ, valence systems over Γ behave like pushdown systems where the stack entries can be configurations of other storage mechanisms. Suppose a graph Γ=(WU,E) is obtained from a graph Δ=(W,E) by adding a set U of unlooped independent (i.e. pairwise non-adjacent) vertices. Then the elements of (𝕄Γ) can be written as [wr+1urwru1w1], where u1,,urU and [w1],,[wr+1](𝕄Δ). This can be viewed as a stack content with letters u1,,ur, interspersed with configurations [w1],,[wr+1] corresponding to Δ. Then, multiplying some w(WW¯) will yield [wr+1urwru1w1w], i.e. apply w to the top-most entry. Multiplying some uU will yield [wr+1urwru1w1u] and thus start a fresh entry on top. Finally, applying u¯ will yield a right-invertible element (i.e. be valid/viable) if and only if u=u1 (i.e. we are popping the right letter) and [w1]=1 (the top-most entry is empty). If that is the case, then this yields [wr+1urwru1w1u¯]=[wr+1urwru2w2], thus popping the entire top-most entry.

For these reasons, we denote by 𝖯𝖣(𝒢) the class of graphs Γ as above, where Δ is drawn from 𝒢: We think of these as pushdown systems over 𝒢. Formally, 𝖯𝖣(𝒢) is the class of graphs Γ=(WU,E) where U is a set of unlooped independent vertices, and (W,E)𝒢. We also write 𝖯𝖣 for all graphs that are just unlooped independent graphs, i.e. (U,).

Direct products.

Suppose Γ is obtained from Δ1 and Δ2 by taking a disjoint union of the vertices, and making any two vertices v1 from Δ1 and v2 from Δ2 adjacent. Then 𝕄Γ𝕄Δ1×𝕄Δ2 and thus valence systems over Γ can be viewed as having access to both storage mechanisms Δ1 and Δ2, used independently. We therefore write Γ=Δ1×Δ2, and extend this notation to classes of graphs, i.e. 𝒢1×𝒢2. For example, 𝖯𝖣×𝖵𝖠𝖲𝖲 are the graphs corresponding to pushdown vector addition systems [4, 23, 19].

Groups.

If Γ has only looped vertices, then 𝕄Γ is a group, meaning for every x𝕄Γ, there is a y𝕄Γ with xy=1: Indeed, for w(VV¯), we have [ww¯]=1, since a¯aΓaa¯Γε for any aV. Therefore, we denote by 𝖦𝗋𝗉 the class of graphs with only looped vertices. Note that for a class 𝒢, an algorithm for 𝖥𝖵(𝒢×𝖦𝗋𝗉) or 𝖴𝖵(𝒢×𝖦𝗋𝗉) can just ignore all letters in the 𝖦𝗋𝗉 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 𝒢 be a class of graphs closed under induced subgraphs.

  1. a.

    If 𝖵𝖽𝗂𝗆(𝒢)< and 𝒢𝖵𝖠𝖲𝖲×𝖦𝗋𝗉, then 𝖥𝖵(𝒢) is 𝖯-complete.

  2. b.

    If 𝖵𝖽𝗂𝗆(𝒢)< and 𝒢𝖯𝖣(𝖦𝗋𝗉)×𝖦𝗋𝗉𝖵𝖠𝖲𝖲×𝖦𝗋𝗉, but 𝒢𝖵𝖠𝖲𝖲×𝖦𝗋𝗉, then 𝖥𝖵(𝒢) is 𝖤𝖷𝖯-complete.

  3. c.

    If 𝖵𝖽𝗂𝗆(𝒢)= and 𝒢𝖯𝖣(𝖦𝗋𝗉)×𝖦𝗋𝗉𝖵𝖠𝖲𝖲×𝖦𝗋𝗉, then 𝖥𝖵(𝒢) is 𝟤𝖤𝖷𝖯-complete.

  4. d.

    In all other cases, 𝖥𝖵(𝒢) is undecidable.

Likewise, we have a full description of the decidability and complexity landscape of the unknown initial credit setting:

Main Theorem B.

Let 𝒢 be a class of graphs closed under induced subgraphs.

  1. a.

    If 𝖵𝖽𝗂𝗆(𝒢)< and 𝒢𝖵𝖠𝖲𝖲×𝖦𝗋𝗉, then 𝖴𝖵(𝒢) is 𝖯-complete.

  2. b.

    If 𝖵𝖽𝗂𝗆(𝒢)= and 𝒢𝖵𝖠𝖲𝖲×𝖦𝗋𝗉, then 𝖴𝖵(𝒢) is 𝖼𝗈𝖭𝖯-complete.

  3. c.

    If 𝒢𝖯𝖣(𝖦𝗋𝗉)×𝖦𝗋𝗉𝖵𝖠𝖲𝖲×𝖦𝗋𝗉, but 𝒢𝖵𝖠𝖲𝖲×𝖦𝗋𝗉, then 𝖴𝖵(𝒢) is 𝖤𝖷𝖯-complete.

  4. d.

    In all other cases, 𝖴𝖵(𝒢) is undecidable.

Let us briefly interpret Main Theorems A and B in terms of concrete storage mechanisms. First, note that 𝒢𝖵𝖠𝖲𝖲×𝖦𝗋𝗉 means that 𝒢 corresponds to VASS (up to a group component, which does not affect the game). Then, 𝖵𝖽𝗂𝗆(𝒢)< means the VASS dimension is bounded by some fixed d, while 𝖵𝖽𝗂𝗆(𝒢)= means 𝒢 corresponds to VASS of arbitrary dimension. Moreover, graphs in 𝖯𝖣(𝖦𝗋𝗉) 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 𝒢 included in 𝖯𝖣(𝖦𝗋𝗉)×𝖦𝗋𝗉𝖵𝖠𝖲𝖲×𝖦𝗋𝗉. Since a direct product with 𝖦𝗋𝗉 is irrelevant for 𝖥𝖵 and 𝖴𝖵, this means the interesting settings are 𝖯𝖣(𝖦𝗋𝗉) and 𝖵𝖠𝖲𝖲.

Here, 𝖥𝖵(𝖵𝖠𝖲𝖲) and 𝖴𝖵(𝖵𝖠𝖲𝖲) are the same as multi-dimensional energy games, meaning our results reveal 𝖯𝖣(𝖦𝗋𝗉) as a new class of systems with decidable games.

This new class 𝖯𝖣(𝖦𝗋𝗉) includes 𝖯𝖣(𝖵𝖠𝖲𝖲), i.e. stacks where entries contain vectors over d, for some d. These are part of the class of stacked counter automata [36, 38]. Having a decidable game type for 𝖯𝖣(𝖵𝖠𝖲𝖲) is noteworthy, because these systems behave as unfavorably to classical games as 𝖵𝖠𝖲𝖲: 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 𝖯𝖣(𝖵𝖠𝖲𝖲). 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 𝖯𝖣(𝖦𝗋𝗉), we identify a new class of systems where the viability semantics achieves decidability.

Decidability of viability games for 𝖯𝖣(𝖦𝗋𝗉) is noteworthy for another reason: In 𝖯𝖣(𝖦𝗋𝗉) (beyond 𝖯𝖣(𝖵𝖠𝖲𝖲)), 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 𝖯𝖣(𝖦𝗋𝗉).

Discussion: Subtle decidability border.

Let us briefly discuss the subtle decidability border for 𝖥𝖵 and 𝖴𝖵 for graphs of the form 𝖯𝖣([Uncaptioned image]), 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 2-VASS. It turns out, the construction can be adapted if one counter is a counter, i.e. for 𝖯𝖣([Uncaptioned image]). However, if both are counters, then we are in 𝖯𝖣(𝖦𝗋𝗉), 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.

Figure 2: Illegal graphs. Dotted edges indicate that both versions (with or without the edge) are illegal. For each graph, we name the vertices a, b and c from left-to-right.

Undecidable cases.

Let us begin by mentioning those graphs for which we show undecidability (both of 𝖥𝖵 and 𝖴𝖵). 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 𝖥𝖵 and 𝖴𝖵 are undecidable:

Theorem 6.1.

If Γ is an illegal graph, then both 𝖥𝖵(Γ) and 𝖴𝖵(Γ) are undecidable.

Pure VASS-like cases.

As apparent from Main Theorems A and B, the decidable cases are those where every graph in 𝒢 belongs to 𝖯𝖣(𝖦𝗋𝗉)×𝖦𝗋𝗉 or to 𝖵𝖠𝖲𝖲×𝖦𝗋𝗉 (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 𝖯𝖣(𝖦𝗋𝗉)𝖵𝖠𝖲𝖲. For graphs in 𝖵𝖠𝖲𝖲, the problems 𝖥𝖵 and 𝖴𝖵 are just energy games with unary-encoded numbers, and thus complexity follows from existing results:

Theorem 6.2.

Let 𝒢𝖵𝖠𝖲𝖲×𝖦𝗋𝗉. If 𝖵𝖽𝗂𝗆(𝒢)=, then 𝖥𝖵(𝒢) is 𝟤𝖤𝖷𝖯-complete and 𝖴𝖵(𝒢) is 𝖼𝗈𝖭𝖯-complete. If 𝖵𝖽𝗂𝗆(𝒢)<, then both 𝖥𝖵(𝒢) and 𝖴𝖵(𝒢) are 𝖯-complete.

It is immediate from the definitions that the case 𝖵𝖽𝗂𝗆(𝒢)= corresponds to energy games where the dimension is arbitrary (and part of the input). Here, the fixed initial credit setting 𝖥𝖵 is 𝟤𝖤𝖷𝖯-complete [22, Cor. 6.1] and the unknown initial credit setting 𝖴𝖵 is 𝖼𝗈𝖭𝖯-complete [9, Thm. 9]. Moreover, 𝖵𝖽𝗂𝗆(𝒢)< is the case of fixed dimension. Here, both settings are 𝖯-complete, see [22, Thms. 3.3&3.5].

Pure Pushdown-like cases.

Now suppose 𝒢𝖯𝖣(𝖦𝗋𝗉)×𝖦𝗋𝗉, or equivalently 𝒢𝖯𝖣(𝖦𝗋𝗉). 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 𝖯𝖣(𝖦𝗋𝗉) storage mechanisms. Moreover, we will show that both 𝖥𝖵 and 𝖴𝖵 are 𝖤𝖷𝖯-complete for this class:

Theorem 6.3.

Suppose 𝒢𝖯𝖣(𝖦𝗋𝗉)×𝖦𝗋𝗉. Then 𝖥𝖵(𝒢) and 𝖴𝖵(𝒢) are in 𝖤𝖷𝖯. 𝖤𝖷𝖯-hardness holds as soon as 𝒢 contains a graph that does not belong to 𝖵𝖠𝖲𝖲×𝖦𝗋𝗉.

Regarding hardness, note that a graph in 𝖯𝖣(𝖦𝗋𝗉)×𝖦𝗋𝗉 belongs to 𝖵𝖠𝖲𝖲×𝖦𝗋𝗉 if and only if it contains at most one unlooped vertex v, and all the unlooped vertices are adjacent to v. Thus, Γ does not belong to 𝖵𝖠𝖲𝖲×𝖦𝗋𝗉 if and only if Γ contains (i) two unlooped vertices or (ii) one unlooped vertex v and a looped vertex u that is not adjacent to v. In both cases, one can reduce classic pushdown (non-termination) games to 𝖥𝖵(Γ) and 𝖴𝖵(Γ) which is known to be 𝖤𝖷𝖯-hard [34].

The interesting part of Thm. 6.3 is the decidability and 𝖤𝖷𝖯 upper bound of 𝖥𝖵 and 𝖴𝖵. 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 𝒢 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 𝖯𝖣(𝖦𝗋𝗉)×𝖦𝗋𝗉𝖵𝖠𝖲𝖲×𝖦𝗋𝗉.

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 𝖯𝖣(𝖵𝖠𝖲𝖲) setting, which is decidable.

Second, our algorithm for 𝖥𝖵(𝖯𝖣(𝖦𝗋𝗉)) 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 𝟤𝖤𝖷𝖯 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 𝖤𝖷𝖯 algorithm.

Third, our algorithm for 𝖴𝖵(𝖯𝖣(𝖦𝗋𝗉)) reduces to 𝖥𝖵(𝖯𝖣(𝖦𝗋𝗉)). 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 𝖵𝖠𝖲𝖲×𝖦𝗋𝗉 or to 𝖯𝖣(𝖦𝗋𝗉)×𝖦𝗋𝗉.

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 𝖥𝖵(𝖯𝖣(𝖦𝗋𝗉)×𝖦𝗋𝗉) can be solved in 𝖤𝖷𝖯. Since in a group, every element is right-invertible, this problem trivially reduces to 𝖥𝖵(𝖯𝖣(𝖦𝗋𝗉)).

Group elements on the stack.

However, the group elements on the stack do pose a non-trivial challenge. Indeed, recall that if Γ𝖯𝖣(𝖦𝗋𝗉), then an element in (𝕄Γ) is of the form [wr+1γrwrγ1w1], where γ1,,γr are from an independent, unlooped set of vertices (i.e. pushdown letters), and w1,,wr+1 are over looped vertices (i.e. generators of a group). Now, if we perform a pop of γ in this configuration, then it depends on the top-most group element [w1] (and γ1) whether this leads to a valid configuration: If [w1]=1 and γ1=γ, then this will lead to the right-invertible [wr+1γrwrγ1w1], but if [w1]1 or γγ1, 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 λ 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 {γ1,,γk} and looped vertices W, then each entry γiw with w(WW¯) in a configuration is encoded by γgiγw, where γ is a single fresh pushdown letter, and g is an arbitrary letter in W. Thus, we encode one entry by two entries, the first of which encodes the specific original letter γi used. This works because for gW, the elements gi for i are pairwise distinct.

Lemma 7.1.

𝖥𝖵(𝖯𝖣(𝖦𝗋𝗉)) reduces in poly-time to the case of a single unlooped vertex.

Details can be found in the full version [32]. Thus we assume Γ=(V,E), with V={γ}W, where γ is unlooped, the vertices in W are all looped, and there are no edges between γ and W. Clearly, we may assume that all transitions carry either a letter in VV¯ or ε.

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. (q,[u]) with [u](𝕄Γ)), 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 ι-strategy tree for ι{,} is a tree with nodes in Q×𝕄Γ, edges are labeled by VV¯{ε}, such that the following holds: If a node (q,[u]) has qQ1ι, then for every transition q𝑣q in δ, the node (q,[u]) has a child (q,[uv]). If qQι, then the node has a single child (q,[uv]) for some transition q𝑣q in δ. Here, the edges are always labeled by the multiplied v. We call the tree winning if all branches (i.e. plays) are winning for ι-player. For -strategy trees this means each branch visits some (q,[u]) with [u](𝕄Γ). We consider finite winning -strategy trees where every branch has the first such (q,[u]) 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 qQ, the set Rq of all subsets PQ such that, roughly speaking, there is a -strategy tree with root node (q,[ε]) where we allow leaves that (i) are invalid (i.e. (𝕄Γ)), or (ii) end in an empty configuration [ε], but in P. We call such a “relaxed winning -strategy tree” a P-tree. Then clearly, Rq if and only if there is a winning -strategy tree rooted in (q,[ε]).

In the pushdown setting, Rq can be computed via saturation w.r.t. the maximal stack height: Let Rqi be the set of all PQ such that there is a (P,i)-tree, i.e. a P-tree where all stack heights across branches are i. Without group elements, it is not hard to compute Rqi+1 from Rqi 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 Γ) whether a given regular L(WW¯) contains some w(WW¯) with [w]=1 [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 0. 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 Δ=(W,E), let g𝕄Δ be some group element. Let g denote the word length of g, i.e. the length of the shortest word w(WW¯) with g=[w]. We say that qQ is 0-eligible if there exists a -strategy tree where (i) q is in the root and (ii) every branch contains a pop, and no push. Clearly, in any (P,0)-tree, every ocurring state must be 0-eligible. The following observation about big elements is key:

Lemma 7.2.

Suppose p is 0-eligible and g𝕄Δ has g>|Q|. Then (p,wg) is the root of some (,0)-tree for every w{[ε]}{[uγ]u(VV¯)}.

This is because there is a tree t witnessing 0-eligibility of height at most |Q|: In a tree higher than |Q|, 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 |Q|. Therefore, making (p,wg) the root node will yield a (P,0)-tree: In every branch, we multiply some element [v] with |v||Q| to g, but since g>|Q|, we know that g[v]1: Otherwise we would have g=[v¯]. Therefore, the pop in each branch must be applied with a group element 1 and is thus invalid – the tree is a (,0)-tree. We say g𝕄Δ is big if g>|Q|.

Cayley graphs.

By Lemma 7.2, it suffices to track small elements, i.e. those with word length |Q|, of 𝕄Δ exactly. We do this using a standard construction in group theory: The Cayley graph of 𝕄Δ, denoted 𝒞, is the directed graph with 𝕄Δ as its vertex set, and edges g𝑥g for each g,g𝕄Δ and xWW¯ with g=g[x]. Of course, 𝒞 is infinite, but we consider a variant where all big elements are collapsed into one: We obtain the restricted Cayley graph 𝒞|Q| by removing all big nodes and inserting a fresh “trap vertex” c𝑡𝑟𝑎𝑝: All edges that arrive in big elements in 𝒞 are redirected into c𝑡𝑟𝑎𝑝.

We will regard 𝒞|Q| as an automaton with exponentially many states: Note that it can be computed in 𝖤𝖷𝖯: An element g𝕄Δ can be represented by the length-lexicographically minimal word u(WW¯) with g=[u]. Moreover, given words u,u(WW¯), one can decide in poly-time whether [u]=[u]: This is because the groups of the form 𝕄Δ, 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 𝖤𝖷𝖯.

The base case.

With Lemma 7.2 and 𝒞|Q| in hand, we can now compute Rq0: Given a set PQ, we construct a finite (top-down) tree automaton that, roughly speaking, accepts (P,0)-trees with q in their root. However, it restricts nodes to 0-eligible states, and so when in some node s, the element of 𝕄Δ 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 (,0)-tree. The automaton can therefore use 𝒞|Q| 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 PRq0. Thus, we can compute all of Rq0 in 𝖤𝖷𝖯.

Saturation step.

Once we have computed Rqi for every qQ, we compute Rqi+1 with similar ideas. Consider a (P,i+1)-tree with some push of γ in some node ν in state q that moves the stack height from 0 to 1. In each branch below this push, we either (i) eventually come back to stack height 0 and arrive in some state pQ, or (ii) encounter an invalid pop. Let s be the subtree consisting of all paths until (i) or (ii) occurs. Then the set P of all states p as above, satisfies PRqi. We can therefore “shortcut” s: Instead of performing the γ push, we take one subtree for each pP and place it directly under ν. Repeating this shortcutting will lead to a tree with stack height 0, but with special nodes whose children are given by some PRqi for some q. 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 PRqi 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 |Q|, since the automata for eligibility for higher i have exponentially many transitions, but still only |Q| states.

Overall complexity.

This way, we can compute Rqi+1 in 𝖤𝖷𝖯 (w.r.t. input size) from the sets Rqi for qQ. Since RqiRqi+1 for every q,i, this means the overall saturation terminates in exponentially many steps, leading to an 𝖤𝖷𝖯 upper bound overall.

 Remark 7.3.

A naive implementation of the idea in Lemma 7.2 would reduce 𝖥𝖵(𝖯𝖣(𝖦𝗋𝗉)) to a pushdown game with exponential stack alphabet, resulting only in a 𝟤𝖤𝖷𝖯 upper bound.

 Remark 7.4.

Although our result is only about 𝖯𝖣(𝖦𝗋𝗉), where the group G on the stack is of the form 𝕄Δ for a looped Δ, 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 |Q|, if it exists.

8 Group pushdowns with unknown initial credit

In this section, we show that 𝖴𝖵(𝖯𝖣(𝖦𝗋𝗉)) reduces to 𝖥𝖵(𝖯𝖣(𝖦𝗋𝗉)) in polynomial time. Together with the 𝖤𝖷𝖯 upper bound for 𝖥𝖵(𝖯𝖣(𝖦𝗋𝗉)) in Section 7, this establishes Thm. 6.3.

Let Γ=(V,E) belong to 𝖯𝖣(𝖦𝗋𝗉) and consider a valence game arena 𝙶. As in Lemma 7.1, we may assume that V={γ}W such that γ is isolated and Δ=(W,E) has a self-loop on every vertex. Recall that an element x(𝕄Γ) can be written as x=[w] with w=wr+1γwrγw1 for w1,,wr+1(WW¯). We call r=|w|γ the 𝖯𝖣-length of w. By w, we denote the maximal word length [wi] among all elements [wi]𝕄Δ.

Ingredient I: Bounding the initial credit.

Our first ingredient is a combinatorial argument that shows if a viability game with n states over 𝖯𝖣(𝖦𝗋𝗉) is won with some initial credit λ(VV¯), then there is such a λ where with |λ|γ<2n and λn.

Theorem 8.1.

If the viability game 𝖴𝖵(𝙶) is won by , then wins (qinit,[λ]) where qinit is the initial state of 𝙶 and λ(VV¯) where |λ|γ<2n and λn.

Proof sketch.

We sketch the proof for |λ|γ<2n. The bound λn uses arguments similar to Lemma 7.2. Consider a winning -strategy tree τ from (q𝑖𝑛𝑖𝑡,[λ]) for λ=wr+1γwrγw1 with r>2n. We will argue that we can cut some infix γwiγwj from λ.

For each branch in τ, its popping depth is the maximal s such that the suffix γwsγw1 is popped during this branch. Consider the case that all branches have a popping depth 2n. For every i[1,2n], let SiQ be the (non-empty) set of all states visited on some branch after popping the suffix γwiγw1 for the first time. There must be j,[1,2n], j<, with SjS. But then we can remove the infix γwγwj+1 from λ: By reattaching subtrees whose root contains wr+1γwrγw+1 to other nodes that used to contain wr+1γwrγwj+1, but have the same control-state, we obtain a winning -strategy tree for the shorter initial credit wr+1γwrγw+1γwjγw1.

If there are branches with popping depth s<2n, then for is, they contribute to Si just as above. But for i>s, we expand Si by a state p such that this branch visits p 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 𝖴𝖵(𝖯𝖣(𝖦𝗋𝗉)) to 𝖥𝖵(𝖯𝖣(𝖦𝗋𝗉)). Here, we construct a valence game arena 𝙶𝚐𝚞𝚎𝚜𝚜 where first guesses an initial credit λ with |λ|γ<2n and λn, 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 <2n entries, but a stack with decorated letters. Then, each time pushes a pushdown letter, can check whether the stack still has <2n entries. But in fact, checks that the decoration adheres to a pattern that implies length <2n. This pattern is a suffix-closed set of words that can be recognized by running linearly many DFAs in parallel. Let γ[i,j] to denote the set {γkk[i,j]}.

Lemma 8.2.

For every m, there are m two-state DFAs (Di)i[1,m] over γ[1,m] such that i[1,m]L(Di) is suffix-closed and has a unique longest word of length 2m1.

See Fig. 4 for an illustration of Di. Intuitively, Di accepts all words where between any two γi’s, there is at least one occurrence of γ[1,i1]. Thus, a word in the intersection can have at most one γ1, at most two γ2’s, etc. and at most 2i1-many γi’s. Thus, the unique longest word in the intersection has length Σi[1,m]2i1=2m1 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 2n. Here, we need to apply this check after every push, necessitating a check of “2n”. 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 𝙶𝚐𝚞𝚎𝚜𝚜, which is given in Fig. 3. First, collects an initial credit λ in the loop p0pn before entering 𝙶[γγ[1,n]]: the arena 𝙶 where every push/pop is replaced by n-many pushes/pops, one for every γiγ[1,n]. Say wins the game from (q𝑖𝑛𝑖𝑡,λ) for some λ=[wr+1γγw1] that obeys Thm. 8.1. She collects λ before entering 𝙶[γiγ[1,n]] with one caveat: she collects λ=[wr+1γrγ1w1] such that the push-sequence γrγ1 of λ is the r-length suffix of the (2n1)-length word w accepted by [1,n]L(Di). Clearly, wins (q𝑖𝑛𝑖𝑡,λ) iff she wins on (𝙶[γγ[1,n]] from λ.

Player can challenge the accumulated initial credit at every loop from his state ch that has an outgoing edge to the initial state of Di, “the game-version” of Di, for each i[1,n] (see Fig. 4(b)). Player wins the subgame Di if (i) the push-sequence of the accumulated credit is not accepted by Di, or (ii) there is a group element of word length >n inbetween two pushes. Otherwise, wins Di. As λ obeys Thm. 8.1 and the language of i[1,n]L(Di) is suffix-closed, wins the subgame i[1,n]Di entered with any prefix of λ. As she also wins on 𝙶[γγ[1,n]] from λ, she wins 𝙶𝚐𝚞𝚎𝚜𝚜 from (pin,[ε]) – 𝙶𝚐𝚞𝚎𝚜𝚜 is a positive 𝖥𝖵 instance.

Suppose 𝙶 is a negative 𝖴𝖵 instance, i.e. there is no initial credit with which wins on 𝙶[γγ[1,n]]. Then, stays in the loop p0pn, and wins by waiting until the 𝖯𝖣-length of the accumulated stack word w reaches 2n and moving to a Di for which wL(Di).

Figure 3: Wε stands for WW¯{ε}. Di is the game-version of the DFA Di, depicted in Fig. 4.
(a) Figure of Di. Both nodes are accepting.
(b) Figure of Di. 𝐝i and 𝐝~i contain (n+1)-states letting read g𝕄Δ with gn.
Figure 4: The DFA Di used in Lemma 8.2, and its game version Di used in 𝙶𝚐𝚞𝚎𝚜𝚜 (Fig. 3).

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 a,b,c, left to right.

Figure 5: Reduction of (ii): zero(k) gadgets for k{1,2}. The gadgets differ only in the colored edges, where zero(1) gadget takes the pink (c¯) edge and zero(2) gadget takes the blue (b¯) edge.
Theorem 9.1.

Let Γ be one of the valence graphs (iii) or (iv). Then 𝖥𝖵(Γ) and 𝖴𝖵(Γ) 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 c (c¯) transitions with cac (c¯a¯c¯). See the full version [32] for details of both reductions.

Theorem 9.2.

Let Γ be one of the valence graphs represented by (i) or (ii). Then 𝖥𝖵(Γ) and 𝖴𝖵(Γ) are both undecidable.

The case (ii).

Valence systems over (ii) belong to 𝖯𝖣(𝖵𝖠𝖲𝖲), i.e. they have a stack whose entries are d0 VASS counters, and (ii) is the case of d=2. Here, a is the pushdown letter, and b and c 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 𝚍𝚎𝚌(k), 𝚒𝚗𝚌(k), 𝚣𝚎𝚛𝚘(k), for k=1,2), 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 b), and the top-most entry containing the two counter values: We encode (m1,m2)2 by babm1cm2. Increments and decrements are mimiced directly on b and c. For zero-tests, the gadget in Fig. 5 lets win if the tested counter, say b, was not zero: If challenges, then first gets a chance to reset the untested counter, say c, in qi,j. 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 babm1cm2a¯b¯ with m1,m2 not both zero, which is not right-invertible (here, the single b is there to make this element non-right-invertible even if a 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 (b) and one -valued counter (c). The gadget Fig. 5 would not work, because when zero-testing b, the c¯ loop would let win just by looping c¯.

The trick is to encode (m1,m2)2 as babm1+m2cm2. Then, in the new zero-test gadget (Fig. 6, right), when gets a chance to deplete the untested counter in qi,j, each of her loops will include a decrement on b, which means (as above) she cannot do this forever. However, the encoding as babm1+m2cm2 does not in itself guarantee m10 and m20: This element can be right-invertible despite m1<0 or m2<0. Therefore, decrements also use a gadget (Fig. 6, left) where wins as soon as m1<0 or m2<0. See the full version [32] for details.

Figure 6: Reduction of (i): dec(k) (left) and zero(k) (right) gadgets for k{1,2}. Gadgets differ only in the colored edges, where k=1 and 2 gadgets take pink (down) and blue (up) edges, resp.

10 Completeness of characterization

In this section, we prove Thm. 6.4.

Proof of Thm. 6.4.

Suppose Γ contains no illegal graph as an induced subgraph. Let U be the set of unlooped vertices of Γ. If U is empty, then Γ even belongs to 𝖦𝗋𝗉, and thus to the union as desired. Hence, we assume U. We distinguish two cases, illustrated in Fig. 7.

First, suppose U contains two adjacent vertices ab. Then every other vertex in V must be adjacent to both a and b, as otherwise, Γ would contain one of the illegal graphs (ii), (iii), or (iv). This means, the vertices in U form an unlooped clique, and all looped vertices are adjacent to all vertices in U. Thus, Γ belongs to 𝖵𝖠𝖲𝖲×𝖦𝗋𝗉.

Now suppose the vertices in U are independent. We partition the looped vertices of Γ into the sets X and Y, where (i) X contains those looped vertices that are adjacent to some vertex in U and (ii) Y contains all other looped vertices.

𝖵𝖠𝖲𝖲×𝖦𝗋𝗉
𝖯𝖣(𝖦𝗋𝗉)×𝖦𝗋𝗉
Figure 7: Any Γ without an illegal graph as induced subgraph is in one of these two classes.

Claim 1: All vertices in X are adjacent to all vertices in U. Indeed, otherwise there is an xX not adjacent to some uU. However, x is adjacent to some uU by definition of X, and so u,u,x induce an illegal graph (i). This establishes Claim 1.

Claim 2: All vertices in X are adjacent to all vertices in Y. Indeed, otherwise there are non-adjacent xX and yY. But since there is uU, the vertices y,u,x together induce an illegal graph (i). This establishes Claim 2.

Clearly, the graph induced by UY belongs to 𝖯𝖣(𝖦𝗋𝗉). By our claims, the vertices in X are adjacent to all vertices in UY, hence the entire Γ belongs to 𝖯𝖣(𝖦𝗋𝗉)×𝖦𝗋𝗉.

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