Borel Determinacy of Concurrent Games

Borel Determinacy of Concurrent Games

Borel Determinacy of Concurrent Games Julian Gutierrez Glynn Winskel Computer Science Dept, University of Oxford Computer Laboratory, University of Cambridge Abstract—Just as traditional games are represented by trees, so given for well-founded games (i.e. where only finite plays are distributed/concurrent games are represented by event structures. possible) provided they are race-free, i.e. neither player could We show the determinacy of such concurrent games with Borel interfere with the moves available to the other. sets of configurations as winning conditions, provided the games are race-free and bounded-concurrent. Both restrictions are Here we extend the result of [4] by providing a much more shown necessary. The determinacy proof proceeds via a reduction general determinacy theorem. We consider concurrent games to the determinacy of tree games, and the determinacy of these in which plays may be infinite and where the winning set in turn reduces to the determinacy of Gale-Stewart games. of configurations form a Borel set. We show such games are Keywords- Concurrent games; Non-deterministic strategies; determined provided they have bounded concurrency and are Winning conditions; Borel Determinacy; Event structures. race-free. Bounded concurrency expresses that no event played by one of the players can be concurrent with (independent of) I. INTRODUCTION infinitely many events played by the other player—a condition In mathematical logic, the study of determinacy problems trivially satisfied when all plays are finite. We show in what (the existence of winning strategies) dates back, at least, sense bounded concurrency and race-freedom are necessary to Zermelo’s work [13] on finite games; he showed that restrictions for Borel determinacy. Our determinacy proof all two-player perfect-information games of finite length are follows by a reduction to the determinacy of Gale-Stewart determined. Since then, more complex games and determinacy games with Borel winning conditions, shown by Martin [6]. results have been studied, e.g. for games with plays of infinite Related work: Determinacy problems have been studied length. A research line that began in the 1950s with the work for more than a century: e.g. for finite games [13]; open of Gale and Stewart [5] on open games culminated with the games [5]; Borel games [6]; or Blackwell games [7], to work of Martin [6] who showed that all two-player zero-sum mention a few particularly relevant in computer science. sequential games with perfect information in which the plays Whereas the determinacy theorem in [4] is a concurrent (winning sets) of the game form a Borel set are determined. generalisation of Zermelo’s determinacy theorem for finite In computer science, determinacy results have most often games, the determinacy theorem in this paper generalises the been used rather than investigated, especially in verification. Borel determinacy theorem for infinite games—from trees to For instance, frequently a game with winning conditions is event structures, i.e. from total to partial orders of moves. used to represent a given decision or verification problem, There are other concurrent games for which it is known e.g. satisfiability, equivalence, or model-checking; winning whether they are determined or not. For instance, the games strategies encode solutions to the problems being represented in [1], [8] only allow deterministic strategies—the reason why by the game. The determinacy of the games ensures that in all they are not determined, cf. [4]; Games in logic and formal cases there is a solution to the problem under consideration. verification such as those in [2], [3] are not determined with Determinacy is a desirable property from an algorithmic respect to pure strategies. However, in games where the players viewpoint as it guarantees the existence of winning strategies. are allowed to use mixed (i.e. probabilistic) strategies, e.g. as An important common feature of the games mentioned in [3], are known to be determined up to some real value above is that they are generally represented as trees. As a of accuracy; this follows from the determinacy of Blackwell consequence, the plays of such games form total orders—the games [7]—a class of imperfect-information games. Since our branches/paths of such trees. The games we consider in this games require additional structure in order to model imperfect- paper are not restricted to games represented by trees. Instead, information [11] and indeed probability, the determinacy result they are played on games represented by event structures. in this paper does not apply directly to Blackwell games, and Event structures [9] are the concurrency analogue of trees. so neither to the concurrent games in [3]—though see [12]. Just as transitions systems unfold to trees, so Petri nets unfold Structure of the paper: Section II presents concurrent to event structures. Plays are now partial orders of moves. games based on event structures and Section III introduces The concurrent games we consider are an extension of those event structure analogues of tree games and Gale-Stewart introduced in [10]. Games there can be thought of as highly- games. In Section IV race-freedom and bounded concurrency interactive, distributed games between Player (thought of as are defined and a proof that they are necessary restrictions a team of players) and Opponent (a team of opponents). The for the determinacy of concurrent games with Borel winning games model, as first introduced in [10], was extended with conditions is presented. Section V contains the main result: winning conditions in [4]. There a determinacy result was the Borel determinacy theorem. Section VI concludes. II. CONCURRENT GAMES ON EVENT STRUCTURES reversal of polarities. This operation is useful when reasoning about games (it interchanges the players’ roles in a game). An event structure comprises (E; ≤; Con), consisting of a Games and strategies: Let A be an event structure with set E, of events which are partially ordered by ≤, the causal dependency relation, and a nonempty consistency relation Con polarity, thought of as a game; its events stand for the possible consisting of finite subsets of E, which satisfy four axioms: moves of Player and Opponent and its causal dependency and consistency relations the constraints imposed by the game. A ′ ′ {e S e ≤ e} is finite for all e ∈ E; strategy represents a nondeterministic play of the game—all its {e} ∈ Con for all e ∈ E; moves are moves allowed by the game and obey its constraints. A strategy in A is a total map σ S A from an Y ⊆ X ∈ Con Ô⇒ Y ∈ Con; and ∶ → ′ event structure with polarity S, which is both receptive and X ∈ Con & e ≤ e ∈ X Ô⇒ X ∪ {e} ∈ Con: innocent. Receptivity ensures an openness to all possible The configurations of an event structure E consist of those moves of Opponent. Innocence, on the other hand, restricts the subsets x ⊆ E which are behaviour of Player; Player may only introduce new relations of immediate causality of the form beyond those Consistent: ∀X ⊆ x: X is finite ⇒ X ∈ Con, and ⊖ ⊕ ′ ′ ′ imposed by the game. Formally: _ Down-closed: ∀e; e : e ≤ e ∈ x Ô⇒ e ∈ x. ∞ Receptivity: A map σ is receptive iff We write C (E) for the set of finite and infinite configurations a s of the event structure E. σx−Ð⊂ & pol A(a) = − ⇒ ∃!s ∈ S: x−Ð⊂ & σ(s) = a : Innocence: A map σ is innocent iff Two events e1; e2 which are both consistent and incompara- ′ ′ ′ s s & (pol(s) = + or pol(s ) = −) then σ(s) σ(s ). ble with respect to causal dependency in an event structure are _ _ regarded as concurrent, written e co e . In games the relation Say a strategy σ ∶ S → A is deterministic if S is deterministic. 1 2 a) Composing strategies: The composition of strategies of immediate dependency e e′, meaning e and e′ are distinct ′ can be defined via pullbacks. Suppose that σ ∶ S → A is with e ≤ e and no event in_ between plays an important role. ′ ′ a strategy in a game A. A counter-strategy is a strategy of For X ⊆ E we write [X] for {e ∈ E S ∃e ∈ X: e ≤ e }, the ⊥ Opponent, so a strategy τ ∶ T → A in the dual game. Ignoring down-closure of X; note if X ∈ Con then [X] ∈ Con. We use ∞ polarities, we have total maps of event structures σ ∶ S → A x−⊂y to mean y covers x in C (E), i.e. x ⊂ y with nothing e and τ T A. Form their pullback, in between, and x y to mean x e y for x; y ∞ E ∶ → −Ð⊂ e ∪{ } = ∈ C ( ) and event e x. We use x , expressing that event e is Π2 ∉ −Ð⊂ e P / T enabled at configuration x, when x−Ð⊂ y for some y. Let E and E′ be event structures. A (partial) map of event Π1 τ ′ structures is a partial function on events f ∶ E → E such that S A; ′ σ / for all x ∈ C(E) its direct image fx ∈ C(E ) and if e1; e2 ∈ x and f(e1) = f(e2) (with both defined) then e1 = e2: The map to obtain the event structure P resulting from the interaction expresses how the occurrence of an event e in E induces the τ⊙σ of σ and τ. Because σ or τ may be nondeterministic ′ coincident occurrence of the event f(e) in E whenever it is there can be more than one maximal configuration z in C(P ). defined. Partial maps of event structures compose as partial A maximal z images to a configuration σΠ1z = τΠ2z in C(A). functions, with identity maps given by identity functions. We Define the set of results of playing σ against τ to be say that the map is total if the function f is total.

View Full Text

Details

  • File Type
    pdf
  • Upload Time
    -
  • Content Languages
    English
  • Upload User
    Anonymous/Not logged-in
  • File Pages
    13 Page
  • File Size
    -

Download

Channel Download Status
Express Download Enable

Copyright

We respect the copyrights and intellectual property rights of all users. All uploaded documents are either original works of the uploader or authorized works of the rightful owners.

  • Not to be reproduced or distributed without explicit permission.
  • Not used for commercial purposes outside of approved use cases.
  • Not used to infringe on the rights of the original creators.
  • If you believe any content infringes your copyright, please contact us immediately.

Support

For help with questions, suggestions, or problems, please contact us