Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in...

124
Logic, Automata and Games Jacques Duparc EJCIM 2017 EJCIM, 23-27 January 2017 J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 1 / 97

Transcript of Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in...

Page 1: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Logic, Automata and Games

Jacques Duparc

EJCIM 2017

EJCIM, 23-27 January 2017

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 1 / 97

Page 2: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

References [1]

K. R. Apt and E. Gradel. Lectures in game theory for computerscientists. Cambridge University Press, 2011.

R. Cori, D. Lascar, and J.-L. P. Krivine. Logique mathematique, tome1 : Calcul propositionnel; algebre de Boole; calcul des predicats,volume 1. Dunod, Paris, 2003.

O. Finkel. Borel ranks and Wadge degrees of context free ω-languages.Mathematical Structures in Computer Science, 16(05):813–840, 2006.

E. Gradel, W. Thomas, and T. Wilke. Automata, Logics, and InfiniteGames: A Guide to Current Research, volume 2500. Springer-Verlag,2003.

H. Herrlich. Axiom of choice. Springer, 2006.

A. Kechris. Classical descriptive set theory, volume 156.Springer-Verlag, 2012.

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Page 3: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

References [2]

D. A. Martin. Borel determinacy. The Annals of Mathematics,102(2):363–371, 1975.

F. Murlak. The Wadge hierarchy of deterministic tree languages.Logical Methods in Computer Science, 4(4), 2008.

D. Niwinski and I. Walukiewicz. A gap property of deterministic treelanguages. Theoretical Computer Science, 303(1):215–231, 2003.

D. Perrin and J.-E. Pin. Infinite words: automata, semigroups, logicand games, volume 141. Academic Press, 2004.

V. Selivanov. Fine hierarchy of regular ω-languages. TheoreticalComputer Science, 191(1):37–59, 1998.

K. W. Wagner. On omega-regular sets. Information and Control,43(2):123–177, 1979.

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Page 4: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Introduction [1]

Games provide a powerful framework for understanding interactions.

They are present in various features of Computer Science: e.g.alternating machines, reactive systems, games semantics [1].

Here we are only interested in a very peculiar use of games: thepurpose is to

elucidate the topological complexity of languages of infinite wordsrecognized by automata.

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Introduction [2]

Definition

Given any (finite) non-empty set A,

A∗ denotes the set of all finite words on A

ε denotes the empty word

Aω denotes the set of all infinite words on A

the concatenation of two finite words u and v is denoted by uv

we use

a, b for the letters of the alphabet,u, v for the finite words,~a,~b for the infinite words.

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Page 6: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Introduction [3]

Definition

A Buchi automaton [10] is of the form

A = (A,Q, qi,∆, F )

where

1 A is a finite alphabet

2 Q is a finite state of states

3 qi is the initial state

4 ∆ ⊆ Q×A×Q,

5 F ⊆ Q stands for the set of accepting states.

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Page 7: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Introduction [4]

Example

A Buchi automaton

1 2

0

1

0, 1

It is deterministic when

∆ is a function Q×A→ Q.

i.e. for all (q, a) ∈ Q×Athere exists a unique q′ ∈ Q such that (q, a, q′) ∈ ∆.

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Introduction [5]

A accepts an infinite word ~a = a0a1a2 . . . if there exists some runρ~a ∈ Qω that visits infinitely often some accepting state.

ρ~a must verify

ρ~a(0) = qi and for each integer n,(ρ~a(n), an, ρ~a(n+ 1)

)∈ ∆.

Parity automata are defined similarly except for the acceptancecondition which replaces F with a mapping c : Q→ N.Then, an infinite word ~a is accepted if there exists existe a run ρ~a s.t.

lim supn→∞

c(ρ~a(n)

)is even [10, 4].

i.e. ~a is accepted iff there exists some run s.t. the set S of the statesthat are visited infinitely often satisfies

max{c(q) | q ∈ S} is even.

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Page 9: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Introduction [6]

Example

?

0 1

0

1

0, 1

?

1 2

0

1

0, 1

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Page 10: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Introduction [7]

The language recognized by an automaton is the set of words itaccepts.

Parity automata, Buchi automata and deterministic parity automatarecognize the same class of languages:

ω-regular languages.

If A = (A,Q, qi, δ, c) is some deterministic parity automaton, then

A { =(A,Q, qi, δ, c

′)where c′ is defined by c′(n) = c(n) + 1 satisfies

L (A ){ = L (A {).

We will make use of the set theoretical definition of a tree:a tree T on an alphabet A is a set T ⊆ A∗ closed under prefixes.

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Page 11: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Finite two-player games with perfect information [1]

We only take into account games s.t.:

there are two players;

plays are both sequential (no simultaneous moves, players take turns)and finite;

information is perfect (at any time, the whole configuration of theplay is accessible to all players, i.e nothing is hidden, no chance).

when a play is over, there is a winner and a looser.

6=Poker6=Battleship6=Game of the goose6=Chess6=Checkers

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Page 12: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Finite two-player games with perfect information [2]

Example (The chocolate bar)

Two players (0 and 1) take turns munching chocolate.

Player 0 starts.

Each time players must eat a piece of chocolate. But when then takeout a piece (i, j),they must also take out all (i′, j′) such that i′ ≥ iand j′ ≥ j.

Unfortunately, the bottom piece (0, 0) is lethal. The one who dies,loses the game, the other one wins.

A

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Page 13: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Finite two-player games with perfect information [3]

If player 0 does the following:

1 at first move, 0 eats out (1, 1), so that the opponent is left with

A

2 then, each time 0 must play, if the opponent takes out piece (0, i),resp. (i, 0), player 0 picks the symmetrical piece (i, 0), resp. (0, i).

This makes sure that player 1 munches the bottom piece (0, 0) anddies.

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Page 14: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Finite two-player games with perfect information [4]

We just showed that player 0 – the one who starts to play – has a way ofplaying – that only depends on its adversary’s move– that guarantees itsvictory1 i.e. we exhibited a

winning strategy for player 0.

All possible moves of such a game form a well-founded labeled tree

Each node corresponds to some configuration – the root being theinitial configuration.Each branch – from the root to some leaf – represents a possible play.

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Page 15: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Finite two-player games with perfect information [5]

Example (Chess)

The initial configuration is the chessboard with the initial positions ofthe various pieces and the fact that White must play.

The immediate successors of the initial configuration are all theconfigurations that White may reach in one move. (8 pawns + 2knights; 2 moves each).

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Page 16: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Finite two-player games with perfect information [6]

Definition (Finite Game Tree)

A finite game tree (T, e) is a well-founded non-empty tree T , labeled bysome mapping e : T → {0,1}. The two-player game with perfectinformation associated with (T, e) consists in

placing a token on the root of the tree, and

for each node on which the token stands, player e(n) loses the gameif n is leaf, otherwise pushes the token to any immediate successor ofnode of n.

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Page 17: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Finite two-player games with perfect information [7]

Example (Game tree)

0

1

0

1

0 1

0

1

1

0 1

0 1

0

0 1

0

1

0

0

0

1 0

0

1

0

0 1

1 1

1

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Page 18: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Finite two-player games with perfect information [8]

Definition

A strategy for player 0 in the game associated with a finite tree (T, e) is anon-empty labeled tree (σ, e) satisfying

σ ⊆ T ,

each leaf of σ is also a leaf of T ,

for each node n ∈ σ that is not a leaf:

if e(n) = 0, then a unique immediate successor of of n belongs to σ;if e(n) = 1, then every immediate successor of n belong to σ.

A strategy for 1 is defined mutatis mutandis.

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Page 19: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Finite two-player games with perfect information [9]

We say a player applies a strategy if the game is restricted to thisstrategy.

If player 0 applies a strategy σ and player 1 applies a strategy τ , thenthe game restricts itself to a unique play: the tree whose only branchis

σ ∩ τ.

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Page 20: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Finite two-player games with perfect information [10]

Example (Strategy for 0)

0

1

0

1

0 1

0

1

1

0 1

0 1

0

0 1

0

1

0

0

0

1 0

0

1

0

0 1

1 1

1

Figure: A strategy for player 0 in the previous game.

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Page 21: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Finite two-player games with perfect information [11]

Example (Strategy for 1)

0

1

0

1

0 1

0

1

1

0 1

0 1

0

0 1

0

1

0

0

0

1 0

0

1

0

0 1

1 1

1

Figure: A strategy for player 1 in the previous game.

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Page 22: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Finite two-player games with perfect information [12]

Definition

In the game associated with a finite tree (T, e),

a strategy σ for player 0 is winning if for every leaf f ∈ σ, e(f) = 1;

a strategy τ for player 1 is winning if for every leaf f ∈ σ, e(f) = 0;

Definition

A game is determined if one of the players has a winning strategy.

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Page 23: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Finite two-player games with perfect information [13]

For certain class of games, the fact that games are determined is avery strong statement. It transforms a negative assertion in a positiveone:

(player J has no w.s.) =⇒ (player 1− J has a w.s.).

Henceforth, a determinacy principle is a highly non constructivestatement.

it is claimed that a w.s. exists for a given player without being able toconstruct even one.

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Page 24: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Finite two-player games with perfect information [14]

Example (Rectangular Chocolate Bar)

A

Figure: (n,m) chocolate bar.

We know that if n = m 6= 0, then player 0 has a w.s.

Assuming that this game is determined – confirmed by Theorem ?? –we show that player 0 has a w.s. whatever the size (n,m) 6= (0, 0).

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Page 25: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Finite two-player games with perfect information [15]

Since this game is determined, in order to show that 0 has a w.s. it isenough to show that its opponent does not have one.

We proceed by contradiction and assume that player 1 has a w.s. τand we build a w.s. σ for player 0.

We consider two different plays : L and R.

In L, player 1 applies a w.s. τ .

In R, player 1 plays freely. Player 0 applies a strategy σ.

We define σ by:

L0 : player 0 eats up (n,m);

L2i+1 is the answer by τ to L2i of player 0;

R2i is a copy by player 0 of player 1’s L2i+1

R2i+1 is any free choice by 1.

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Page 26: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Finite two-player games with perfect information [16]L

R

A

A

A

A

A

A

A

A

A

initial move of player 0

τ copied by player 0

τ copied by player 0

copied by player 0move of player 1

move of player 1

Theorem

For every finite game tree (T, e), the associated game is determined.

The proof relies on a backward induction argument.

We color green every leaf labeled by 1 and red those labeled by 0.For each other node n, we color it

green ifeither n is labeled 0 and one among its immediatesuccessors is greenor n is labeled 1 and all its immediate successors aregreen

red ifeither n is labeled 1 and one among its immediatesuccessors is redor n is labeled 0 and all its immediate successors are red

The color of the root – verte for 0 and rouge for 1 – indicates who has aw.s.

Example

We consider the following game:

0

1

0

1

0 1

1

1 1

1

1 0

0

1

1 0

1

0 1

1

0 0

1

0

1

0 1

1

0 0

1

1 1

0

1

0 1

1

0 0

1

1 1

Example

We apply the coloring algorithm:

0

1

0

1

0 1

1

1 1

1

1 0

0

1

1 0

1

0 1

1

0 0

1

0

1

0 1

1

0 0

1

1 1

0

1

0 1

1

0 0

1

1 1

Since the root is green, we infer that player 0 has a w.s.

Example

0

1

0

1

0 1

1

1 1

1

1 0

0

1

1 0

1

0 1

1

0 0

1

0

1

0 1

1

0 0

1

1 1

0

1

0 1

1

0 0

1

1 1

Example

We consider the following game:

0

1

0

1

1 0

1

0 1

0

0 1

1

0

1 0

1

0 0

0

1 0

0

1

0

1 0

0

0 0

0

1 1

1

0

0 0

1

1 0

1

1 0

Example

We color the nodes:

0

1

0

1

1 0

1

0 1

0

0 1

1

0

1 0

1

0 0

0

1 0

0

1

0

1 0

0

0 0

0

1 1

1

0

0 0

1

1 0

1

1 0

Since the root is red, player 1 has a w.s.:

Example

0

1

0

1

1 0

1

0 1

0

0 1

1

0

1 0

1

0 0

0

1 0

0

1

0

1 0

0

0 0

0

1 1

1

0

0 0

1

1 0

1

1 0

1This does not work if the chocolate bar has only one piece.

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Page 27: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Evaluation Game [1]

Although they may seem abstract, these games lie at the core of whatit takes to evaluate a formula:

to check whether or not holds true in a given model, comes down tosolving a game.

One particular example is evaluation games for 1st order logic [2].

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Page 28: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Evaluation Game [2]

Definition

Let L be a 1st order language,

M an L -structure and

φ a closed L -formula whose connectors are among {¬,∨,∧}.

We define the evaluation game EV (φ,M ) as a finite two-player gamewith perfect information.

Players are called

Verifier

Falsifier.

Moves are defined by:

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Page 29: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Evaluation Game [3]

Definition

if φ is who’s turn goes on with

atomic no one play stops

∃xψ V picks a in the domain ofM ψ[a/x]

∀xψ F picks a in the domain ofM ψ[a/x]

(φ0 ∨ φ1) V choses i ∈ {0, 1} φi(φ0 ∧ φ1) F choses i ∈ {0, 1} φi¬ψ V and F switch roles ψ

By construction, one stops on an atomic formula of the formR(t1, . . . , tn)[a1/x1 ,...,ak/xk ] where x1, . . . , xk are all variables fromR(t1, . . . , tn) and a1, . . . , ak are elements from |M |.

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Page 30: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Evaluation Game [4]

Definition

Verifier wins iff(t1

M[a1/x1 ,...,ak/xk ]

, . . . , tnM[a1/x1 ,...,ak/xk ]

)∈ RM .

The rules are defined in order to obtain:

Theorem

If L is a 1st order language, M any model, φ any L -formula whoseconnectors are among {¬,∨,∧}. Then

Verifier has a w.s. in EV (φ,M ) ⇐⇒ φ holds true in M .

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Page 31: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Infinite two-player games with perfect information [1]

Going from finite to infinite games is a giant leap.

Everything becomes less easy and more technical since topologicalnotions are required.

Among all the infinite two-player games with perfect information, onestands out: the Gale-Stewart game.

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Page 32: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Infinite two-player games with perfect information [2]

Definition

Given L ⊆ Aω, the Gale-Stewart game G (L) is an infinite game in whichthe players (I and II ) alternately chose a ∈ A. Player I starts. Player Iwins iff the infinite word ~a constructed during the play satisfies ~a ∈ L.Otherwise, player II wins.

a0a1

a2a3

a4a5

a6III

Figure: Gale-Stewart Game.

Firstly consider for each non-null integer n, a finite version Gn (M) forM ⊆ A2n. Clearly, these games are determined. Not only because these

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Page 33: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Infinite two-player games with perfect information [3]

are finite two-player games with perfect information, but also because theformula that expresses that I does not have a w.s.:

¬∃a0∀a1∃a2∀a3 . . . ∀a2n−1 ~a ∈M

is logically equivalent to the formula

∀a0∃a1∀a2∃a3 . . . ∃a2n−1 ~a /∈M

which says that II has a w.s..Gale-Stewart determinacy can be regarded as a generalisation of thisphenomenon to the “infinite formula” describing the existence of a w.s.for player I. Indeed determinacy claims that if I does not have a w.s., i.e.

¬∃a0∀a1∃a2∀a3 . . . . . . ~a ∈ L,

then player II has one:

∀a0∃a1∀a2∃a3 . . . . . . ~a /∈ L.

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Page 34: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Infinite two-player games with perfect information [4]

However, contrary to what happens in the finite case, determinacy isnot a simple statement in the infinite one.

One can show there exist non-determined games (this requires theAxiom of Choice.)

On can show these games are determined for a large class of sets (theBorel sets).

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Page 35: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

A non-determined game [1]

Definition (Banach-Mazur Game)

Given L ⊆ Aω, the Banach-Mazur game B (L) is identical to theGale-Stewart game G (L) except that players play non-empty words (∈ A∗)instead of letters (∈ A).Player I wins if the concatenation ~a of the words played satisfies ~a ∈ L.Otherwise II wins.

a0 . . . ai0

ai0+1 . . . ai1

ai1+1 . . . ai2

ai2+1 . . . ai3

III

Figure: Banach-Mazur Game.

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A non-determined game [2]

Given any set A and L ⊆ Aω, one can easily define A′ and L′ ⊆ A′ωsuch that the game G (L′) simulate the game B (L) so that theexistence of a w.s. for a player in the first game induces the existenceof a w.s. for the same player in the second game.

Therefore, to show that there exists L′ s.t. G (L′) is not determined,it is enough to come up with a set L such that B (L) is notdetermined.

Definition

F ⊆ {0, 1}ω is a flip set if for all ~x, ~y ∈ {0, 1}ω, si∃k(xk 6= yk ∧ ∀n 6= k (xn = yn)

), i.e. ~x and ~y only differ by a single digit

, then x ∈ F ⇐⇒ y /∈ F .

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A non-determined game [3]

Proposition (AC)

If F ⊆ {0, 1}ω is a flip set, then the game B (F ) is not determined.

Towards a contradiction, we assume that player II has a w.s. τ which heapplies in the lower play, and we show that player I also has a w.s. in theupper play.

110010

010001110

111011

001

III

0

10010

010001110

111011

001III

Figure: Player II applies strategy τ in the lower play

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A non-determined game [4]

Similarly one shows that if Player I has a w.s., then II also has one.

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Borel Sets [1]

there exists a vast class of sets for which all Gale-Stewart games aredetermined. Its definition is topological: the class of Borel sets

We equip the set Aω with the usual topology (the product topology ofthe discrete topology on A):

Basic open sets are of the form Nu = uAω for u ∈ A+.

Open sets are then of the form⋃u∈U

Nu for any set U ⊆ A∗

(U = ∅ and U = A respectively yield ∅ and Aω.)

Nω is similar to R (equipped with the usual topology: basic open setsare of the form ]x, y[) since it is homeomorphic – i.e. isomorphic withregard to the topological structure – to RrQ.

Nω ∼= RrQ

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Borel Sets [2]

0

0

0

0

0 1

1

0 1

1

0

0 1

1

0 1

1

0

0

0 1

1

0 1

1

0

0 1

1

0 1

1

0

0

0

0 1

1

0 1

1

0

0 1

1

0 1

1

0

0

0 1

1

0 1

1

0

0 1

1

0 1

Figure: An open subset of {0, 1}ω.

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Borel Sets [3]

Definition

The class of Borel subsets of Aω is the least that

contains the open sets, and

is closed under1 countable union and2 complementation.

.

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Borel Sets [4]

Example

Borel subsets of {0, 1}ω:

1 {0ω} : it is a closed set (the complement of an open set) since

{0ω}{ =⋃

u∈{0,1}∗1

Nu

2 {0, 1}∗1ω : since it is ⋃u∈{0,1}∗

u1ω

(a countable union of closed sets).

Given any tree T ⊆ A∗, [T ] denotes the set of its infinite branches

[T ] = {~a ∈ Aω | ∀n ∈ N ~a � n ∈ T}.

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Borel Sets [5]

Notice that [T ]{ =⋃v/∈T

vAω︸ ︷︷ ︸open

.

For any B ⊆ AωB is closed ⇐⇒ B = [T ]

for some tree T ⊆ A∗ [6].

As soon as they were introduced, the Borel sets were set up in a nicehierarchy by Baire.

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Borel Sets [6]

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Borel Sets [7]

Definition (Borel Hierarchy)

By induction on ordinals, we define

Σ01 = {open}

Π0α = {E{ | E ∈ Σ0

α}

Σ0α =

⋃n∈N

En | En ∈⋃β<α

Π0β

∆0α = Σ0

α ∩Π0α.

B =⋃α∈On

Σ0α =

⋃α∈On

Π0α =

⋃α<ω1

Σ0α =

⋃α<ω1

Π0α

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 45 / 97

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Borel Sets [8]

Example

Ainsi, parmi les sous-ensembles de l’espace {0, 1}ω,

{0ω} ∈ Π01

{0, 1}∗1ω ∈ Σ02(

{0, 1}∗0)ω ∈ Π0

2

Indeed,{0, 1}ω = [{0, 1}∗]

{0, 1}∗1ω{ =({0, 1}∗0

)ωand (

{0, 1}∗0)ω

=⋂n∈N

({0, 1}∗0

)n{0, 1}ω.︸ ︷︷ ︸Σ0

1︸ ︷︷ ︸Π0

2

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���

@@I

���

@@I

���

@@I

Σ02 Π0

2

∆02

∆03

∆04

Π04Σ0

4

���

@@I

���

@@I

���

@@I

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

Π03Σ0

3

Σ01 Π0

1

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∆02

Σ02

BC(Σ02)

∆01

Σ03 ∆0

3

Σ01

Π03

Π02

Π01

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 46 / 97

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∆02

Σ02

BC(Σ02)

∆01

Σ03 ∆0

3

Σ01

Π03

Π02

Π01

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 46 / 97

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∆01

Σ03 ∆0

3

∆02

Σ02

BC(Σ02)

Σ01

Π02

Π03

Π01

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 46 / 97

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∆02

Σ02

BC(Σ02)

∆01

Σ03 ∆0

3

Σ01

Π03

Π01

Π02

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 46 / 97

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∆02

Σ02

BC(Σ02)

∆01

Σ03 ∆0

3

Σ01

Π03

Π01

Π02

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 46 / 97

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∆02

Σ03

Σ02

BC(Σ02)

∆01

∆03

Σ01

Π03

Π02

Π01

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Σ02

∆01

∆02

Σ03

Σ01 Π0

1

Π02

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∆01

∆02

Σ02

BC(Σ02)

Σ03 ∆0

3

Σ01

Π03

Π01

Π02

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 46 / 97

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∆02

Σ03

Σ02

∆01

∆03

Σ01

Π03

Π02

Π01

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 46 / 97

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∆03

BC(Σ02)

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∆04

BC(Σ02)

∆03

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∆05

BC(Σ02)

∆03

∆04

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⋃n∈N

∆0n

Σ0ω

BC(Σ02)

⋃n∈N

Σ0n

∆03

∆04

∆05

∆0ω Π0

ω

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⋃n∈N

Σ0n

=⋃n∈N

Π0n

=⋃n∈N

∆0n

BC(Σ02)

∆03

∆04

∆05

Σ0ω

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 46 / 97

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∆0ω

Σ0ω

BC(Σ02)

⋃n∈N

Σ0n

∆03

∆04

∆05

∆0ω

Σ0ω Π0

ω

⋃n∈N

∆0n

Π0ω

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 46 / 97

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⋃n∈N

∆0n

Σ0ω

BC(Σ02)

⋃n∈N

Σ0n

∆03

∆04

∆05

∆0ω

Σ0ω Π0

ω

∆0ω 6= Π0

ω

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 46 / 97

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⋃n∈N

∆0n

Σ0ω ∆0

ω

BC(Σ02)

Π0ω

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 46 / 97

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Σ0ω

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Σ0ω Π0

ω

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∆0ω

Π0ωΣ0

ω

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∆0ω

Σ0ω+1

Π0ωΣ0

ω

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Σ0ω+1

∆0ω

Π0ωΣ0

ω

Π0ω+1

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∆0ω+1

Σ0ω+1

∆0ω

Π0ωΣ0

ω

Π0ω+1

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 46 / 97

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∆0ω+1

Σ0ω+1

∆0ω

Σ0ω+2

Σ0ω

Π0ω+1

Π0ω

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 46 / 97

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Σ0ω+1

∆0ω

∆0ω+1

Σ0ω+2

Σ0ω

Π0ω+1

Π0ω+2

Π0ω

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 46 / 97

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∆0ω+1

Σ0ω+1

∆0ω

Σ0ω+2 ∆0

ω+2

Π0ωΣ0

ω

Π0ω+1

Π0ω+2

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 47 / 97

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Borel Sets bis [1]

Example

Let A = (A,Q, qi, δ, F ) be a deterministic Buchi automaton and ~a aninfinite word,

~a ∈ L (A ) ⇐⇒ there exists infinitely many n s.t. ρ~a(n) ∈ F⇐⇒ ∀m ∃n > m ρ~a(n) ∈ F⇐⇒ ∀m ∃n > m ρ~a ∈ Nn

whereNn = {ρ ∈ {Q}ω | ρ(n) ∈ F}︸ ︷︷ ︸

open

One notices that f : ~a −→ ρ~a is continuous.

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Borel Sets bis [2]

Example

On = {~a ∈ {A}ω | ρ~a ∈ Nn} = f−1Nn︸ ︷︷ ︸open

Hence

L (A ) =⋂m∈N

Σ01︷ ︸︸ ︷⋃

n>m

On︸ ︷︷ ︸Π0

2

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Borel Sets bis [3]

Σ01

Π01

∆02

Σ02

Σ02

∆03

Σ03

Π03

∆04

Σ04

Π04

Figure: Borel Hierarchy

This is a characterization from below. Another one, from above relies onSuslin’s theorem [6].

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Borel Sets bis [4]

Definition (Analytic Set)

A ⊆ Aω is analytic if there exists some tree T ⊆(N×A

)∗s.t.

~a ∈ A ⇐⇒ ∃~x ∈ Nω ~x× ~a ∈ [T ].

where ~x× ~a stands for (x0, a0)(x1, a1)(x2, a2) . . .

Same holds if one replaces [T ] by any Borel set.

Theorem (Suslin)

For all A countable and B ⊆ Aω,

B Borel ⇐⇒ B and B{ are both analytic.

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Borel Sets bis [5]

Example

Let A = (A,Q, qi,∆, F ) be any Buchi non-deterministic automaton, and~a any infinite word,

~a ∈ L (A ) ⇐⇒ there exists ρ~a and infinitely many n s.t. ρ~a(n) ∈ F⇐⇒ ∃ρ~a ∀m ∃n > m ρ~a(n) ∈ F⇐⇒ ∃ρ (ρ,~a) ∈

⋂m

Gm︸ ︷︷ ︸Π0

2

where

Gm = {(ρ,~a) ∈ Nω ×Aω |(ρm, am, ρm+1

)∈ ∆ ∧ ∃n > m ρn ∈ F}︸ ︷︷ ︸

open

.

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Borel Sets bis [6]

Example

As the projection of a Borel set, this language is analytic.

Since ω-regular languages are closed under complementation,

L (A ) is Borel

Theorem (Borel Determinacy, Martin)

Given any A and B ⊆ Aω Borel,

the Gale-Stewart game G (B) is determined.

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Continuous Reductions [1]

Reduction

Definition

X ≤ Y ⇐⇒ ∃f simple (x ∈ X ⇔ f(x) ∈ Y )

simple w.r. to topological complexity means continuous

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Continuous Reductions [2]

Definition

A function f : Aω → Bω is continuous if for each open set O ⊆ Bω,f−1O is an open subset of Aω .

It corresponds to “not lifting up the pen!” on the real line.

Here there is an elegant definition in terms of games.

Proposition

Soit f : Aω → Bω,

f is continuous ⇐⇒ player II has a w.s. in C (f).

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Continuous Reductions [3]

Definition

Given f : Aω → Bω, the game that characterizes continuous functionsC (f) is an infinite game in which players (I and II ) alternately chosea ∈ A and b ∈ B. Player I starts. Player II can skip. Player II wins iff

f(~a) = ~b.

Otherwise, I wins

III

a0 a1

b0

a2 a3 a4

b1

Figure: Game C (f).

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Continuous Reductions [4]

Definition

X ≤ Y ⇐⇒ ∃f simple (x ∈ X ⇔ f(x) ∈ Y )

Y is C−complete ⇐⇒{Y ∈ CX ≤ Y , any X ∈ C

X is less complicated than Y

Reduction Games

Definition

X ≤w Y ⇐⇒ ∃f continuous (x ∈ X ⇔ f(x) ∈ Y )⇐⇒ II has a w.s. in W (X,Y)

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Continuous Reductions [5]

Wadge Ordering

Definition

X ≤w Y ⇐⇒ ∃f continuous (x ∈ X ⇔ f(x) ∈ Y )⇐⇒ II has a w.s. in W (X,Y)

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 57 / 97

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Continuous Reductions [6]

II wins iff(x ∈ X ↔ y ∈ Y )

I W (X, Y ) II

x0↘

s↙

x1↘

s↙

x2↘

s

x3↘

y1↙

x4↘

y2

x y

II wins iff(x ∈ X ↔ y ∈ Y )

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 58 / 97

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Continuous Reductions [7]

II wins iff(x ∈ X ↔ y ∈ Y )

I W (X, Y ) II

x0↘

s↙

x1↘

s↙

x2↘

s

x3↘

y1↙

x4↘

y2

x y

II wins iff(x ∈ X ↔ y ∈ Y )

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 59 / 97

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Continuous Reductions [8]

II wins iff(x ∈ X ↔ y ∈ Y )

I W (X, Y ) II

x0↘

s↙

x1↘

s↙

x2↘

s

x3↘

y1↙

x4↘

y2

x y

II wins iff(x ∈ X ↔ y ∈ Y )

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 60 / 97

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Continuous Reductions [9]

II wins iff(x ∈ X ↔ y ∈ Y )

I W (X, Y ) II

x0↘

s↙

x1↘

s↙

x2↘

s

x3↘

y1↙

x4↘

y2

x y

II wins iff(x ∈ X ↔ y ∈ Y )

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 61 / 97

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Continuous Reductions [10]

II wins iff(x ∈ X ↔ y ∈ Y )

I W (X, Y ) II

x0↘

s↙

x1↘

s↙

x2↘

s

x3↘

y1↙

x4↘

y2

x y

II wins iff(x ∈ X ↔ y ∈ Y )

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 62 / 97

Page 90: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Continuous Reductions [11]

II wins iff(x ∈ X ↔ y ∈ Y )

I W (X, Y ) II

x0↘

s↙

x1↘

s↙

x2↘

s

x3↘

y1↙

x4↘

y2

x y

II wins iff(x ∈ X ↔ y ∈ Y )

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 63 / 97

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Continuous Reductions [12]

II wins iff(x ∈ X ↔ y ∈ Y )

I W (X, Y ) II

x0↘

s↙

x1↘

s↙

x2↘

s

x3↘

y1↙

x4↘

y2

x y

II wins iff(x ∈ X ↔ y ∈ Y )

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 64 / 97

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Continuous Reductions [13]

II wins iff(x ∈ X ↔ y ∈ Y )

I W (X, Y ) II

x0↘

s↙

x1↘

s↙

x2↘

s

x3↘

y1↙

x4↘

y2

x y

II wins iff(x ∈ X ↔ y ∈ Y )

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 65 / 97

Page 93: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Continuous Reductions [14]

II wins iff(x ∈ X ↔ y ∈ Y )

I W (X, Y ) II

x0↘

s↙

x1↘

s↙

x2↘

s

x3↘

y1↙

x4↘

y2

x y

II wins iff(x ∈ X ↔ y ∈ Y )

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 66 / 97

Page 94: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Continuous Reductions [15]

II wins iff(x ∈ X ↔ y ∈ Y )

I W (X, Y ) II

x0↘

s↙

x1↘

s↙

x2↘

s

x3↘

y1↙

x4↘

y2

x y

II wins iff(x ∈ X ↔ y ∈ Y )

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 67 / 97

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Continuous Reductions [16]

II wins iff(x ∈ X ↔ y ∈ Y )

I W (X, Y ) II

x0↘

s↙

x1↘

s↙

x2↘

s

x3↘

y1↙

x4↘

y2

x y

II wins iff(x ∈ X ↔ y ∈ Y )

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 68 / 97

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Continuous Reductions [17]

II wins iff(x ∈ X ↔ y ∈ Y )

I W (X, Y ) II

x0↘

s↙

x1↘

s↙

x2↘

s

x3↘

y1↙

x4↘

y2

x y

II wins iff(x ∈ X ↔ y ∈ Y )

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 69 / 97

Page 97: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Continuous Reductions [18]

II wins iff(x ∈ X ↔ y ∈ Y )

I W (X, Y ) II

x0↘

s↙

x1↘

s↙

x2↘

s↙

x3↘

y1↙

x4↘

y2

x y

II wins iff(x ∈ X ↔ y ∈ Y )

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 70 / 97

Page 98: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Continuous Reductions [19]

II wins iff(x ∈ X ↔ y ∈ Y )

I W (X, Y ) II

x0↘

s↙

x1↘

s↙

x2↘

s↙

x3↘

y1↙

x4↘

y2

x y

II wins iff(x ∈ X ↔ y ∈ Y )

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 71 / 97

Page 99: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Continuous Reductions [20]

II wins iff(x ∈ X ↔ y ∈ Y )

I W (X, Y ) II

x0↘

s↙

x1↘

s↙

x2↘

s↙

x3↘

y1↙

x4↘

y2

x y

II wins iff(x ∈ X ↔ y ∈ Y )

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 72 / 97

Page 100: Logic, Automata and Games - Sciencesconf.org · References[1] K. R. Apt and E. Gr adel. Lectures in game theory for computer scientists.Cambridge University Press, 2011. R. Cori,

Continuous Reductions [21]

II wins iff(x ∈ X ↔ y ∈ Y )

I W (X, Y ) II

x0↘

s↙

x1↘

s↙

x2↘

s↙

x3↘

y1↙

x4↘

y2

x y

II wins iff(x ∈ X ↔ y ∈ Y )

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 73 / 97

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Continuous Reductions [22]

II wins iff(x ∈ X ↔ y ∈ Y )

I W (X, Y ) II

x0↘

s↙

x1↘

s↙

x2↘

s↙

x3↘

y1↙

x4↘

y2

x y

II wins iff(x ∈ X ↔ y ∈ Y )

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 74 / 97

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Continuous Reductions [23]

II wins iff(x ∈ X ↔ y ∈ Y )

I W (X, Y ) II

x0↘

s↙

x1↘

s↙

x2↘

s↙

x3↘

y1↙

x4↘

y2

x y

II wins iff(x ∈ X ↔ y ∈ Y )

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 75 / 97

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Continuous Reductions [24]

II wins iff(x ∈ X ↔ y ∈ Y )

I W (X, Y ) II

x0↘

s↙

x1↘

s↙

x2↘

s↙

x3↘

y1↙

x4↘

y2

x y

II wins iff(x ∈ X ↔ y ∈ Y )

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 76 / 97

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Continuous Reductions [25]

II wins iff(x ∈ X ↔ y ∈ Y )

I W (X, Y ) II

x0↘

s↙

x1↘

s↙

x2↘

s↙

x3↘

y1↙

x4↘

y2

x y

II wins iff(x ∈ X ↔ y ∈ Y )

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 77 / 97

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Continuous Reductions [26]

II wins iff(x ∈ X ↔ y ∈ Y )

I W (X, Y ) II

x0↘

s↙

x1↘

s↙

x2↘

s↙

x3↘

y1↙

x4↘

y2↙

x y

II wins iff(x ∈ X ↔ y ∈ Y )

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 78 / 97

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Continuous Reductions [27]

II wins iff(x ∈ X ↔ y ∈ Y )

I W (X, Y ) II

x0↘

s↙

x1↘

s↙

x2↘

s↙

x3↘

y1↙

x4↘

y2↙

x y

II wins iff(x ∈ X ↔ y ∈ Y )

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 79 / 97

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Continuous Reductions [28]

Wadge Ordering

Definition

X ≤w Y ⇐⇒ ∃f continuous (x ∈ X ⇔ f(x) ∈ Y )⇐⇒ II has a w.s. in W (X,Y)

Y is C−complete ⇐⇒{Y ∈ CX ≤w Y , any X ∈ C

C is a Wadge Class ⇐⇒ some Y ∈ C is C−complete

L <w M stands for L ≤w M and M 6≤w L.

L ≡w M stands for L ≤w M and M ≤w L.

X ≤w Y ⇐⇒ X{ ≤w Y {

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 80 / 97

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Continuous Reductions [29]

Example

0 1

0

1

0, 1

≤w 1 2

0

1

0, 1

Example

1 2

0

1

0, 1

6≤w 0 1

0

1

0, 1

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 81 / 97

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Continuous Reductions [30]

Example

0 1

0

1

0, 1

6≤w 1 2

0

1

0, 1

Example

1 2

0

1

0, 1

6≤w 0 1

0

1

0, 1

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 82 / 97

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Continuous Reductions [31]

Example

The following Buchi automaton B is Π02-complete.

1 2

0

1

0, 1

Since L (B) is deterministic Buchi, L (B) ∈ Π02

Let B =⋂n∈N On be any Π0

2-subset of Aω. We show

B =⋂n∈N On ≤w 1 2

0

1

0, 1

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 83 / 97

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Continuous Reductions [32]

The relation ≤w is a partial ordering:

reflexive

transitive

With determinacy:

1 anti-chaines have length at most two;

2 it is well-founded, i.e. there is no infinite descending chain

A0 >w A1 >w A2 >w . . . >w An >w An+1 >w . . . . . .

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 84 / 97

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Continuous Reductions [33]

1 The first result is an immediate consequence of the following lemma

Lemma (Wadge)

Given L ⊆ Aω and M ⊆ Bω, if W (L,M) is determined, then

L 6≤w M =⇒M ≤w L{.

2 The second relies on an elegant construction [6].

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 85 / 97

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Continuous Reductions [34]

Figure: The Wadge Hierarchy.

Proposition

If A is some deterministic parity automaton, then

L (A ) ∈∆03 = Σ0

3 ∩Π03.

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 86 / 97

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Continuous Reductions [35]

~a ∈ L (A )

⇐⇒ ∃i ≤ p(∃∞n C (ρ~a(n)) = 2i ∧ ∃m ∀n ≥ m C (ρ~a(n)) ≤ 2i

)⇐⇒ ∃i ≤ p

(∀m ∃n > m C (ρ~a(n)) = 2i︸ ︷︷ ︸

Π02

∧ ∃m ∀n ≥ m C (ρ~a(n)) ≤ 2i︸ ︷︷ ︸Σ0

2

).

︸ ︷︷ ︸Σ0

3

Since L (A ){ = L (A {), we get L (A ) ∈ Π03.

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 87 / 97

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Continuous Reductions [36]

1 0

0

1

0, 1

; 0 1

0

1

0, 1

; 0 1

0

1

0, 1

; 1 2

0

1

0, 1

Figure: ω-regular languages complete resp. for Σ01, Π0

1, Σ02, Π0

2.

As shown by Wagner [12] and Selivanov [11], the Wadge orderingyields a much finer analysis.

For this purpose, we consider (The following well-ordering)

the set of all finite decreasing (at large) sequences of integers

equipped with the lexicographic ordering ≤lexe.g.

888887644433222222222222221000

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 88 / 97

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Continuous Reductions [37]

This well-ordering is isomorphic to the ordinal ωω.The isomorphism maps

nk ≥ nk−1 ≥ . . . ≥ n0 to ωnk + ωnk−1 + . . .+ ωn0 .

To each such finite sequence u we associate a deterministic parityautomaton Au s.t

u <lex v ⇐⇒ Au <w Av.

We first define for each integer n An

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 89 / 97

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Continuous Reductions [38]

0

0, 1

Figure: Automaton A0.

0 1 2 2 n n + 1

0

1

0

1

0

1 1 1

00, 1

Figure: Automaton An+1 (the coloring corresponds to n even).

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 90 / 97

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Continuous Reductions [39]

To each sequence u = nknk−1 . . . n0 satisfyingnk ≥ nk−1 ≥ . . . ≥ n0, we associate three automata

1 Au,

2 −Au,

3 ±Au

whose graph are represented by the following figures.the labelling does not matter as long as it makes them deterministic.

An0

An1

A {n1

An2

A {n2

Ank

A {nk

Figure: Automaton Ank...n0 .

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 91 / 97

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Continuous Reductions [40]

A {n0

An1

A {n1

An2

A {n2

Ank

A {nk

Figure: Automaton −Ank...n0 .

An0

A {n0

An1

A {n1

An2

A {n2

Ank

A {nk

Figure: Automaton ±Ank...n0 .

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 92 / 97

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Continuous Reductions [41]

Example

A deterministic labelling for A7100.

1 2 2 8

0

1

0

1

0

1 1

0, 1

0 1 2 7

0

1

0

1

0

1 1

0, 1

10

0

1

0

21

0

1

0

0

11

10

10

1

00

1

0

0

1

1

0

1

Figure: Automaton A7100.

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 93 / 97

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Continuous Reductions [42]

Proposition

Given u, v two finite decreasing sequences of integers.

1 Au 6≤w −Au and −Au 6≤w Au

2 Au <w ±Au and −Au <w ±Au

3 If u <lex v, then ±Au <w Av and ±Au <w −Av.

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 94 / 97

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Continuous Reductions [43]

Theorem

If A is any deterministic parity automaton, then there exists somenon-empty finite decreasing sequence of integers u s.t. (only) one of thefollowing three possibilitis occurs:

1 A ≡w Au

2 A ≡w −Au

3 A ≡w ±Au.

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 95 / 97

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Counter Automata and Tree Automata [1]

If one considers PushDown automata, or even 1-counter automata(with Buchi acceptance conditions)

The Wadge hierarchy of languages recognized by non-deterministicsuch machines is inextricable[3].

Olivier Finkel showed that it is as complicated as the same problem forTuring machines

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 96 / 97

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Counter Automata and Tree Automata [2]

If one considers infinite-tree-automata,

In case of deterministic parity automata, Damian Niwinski and IgorWalukiewicz [9] showed that the languages recognized are eithercomplete for the class of co-analytic sets, or they sit inside the classΠ0

3.

Later Filip Murlak gave a complete description of its Wadge hierarchy[8].

In case of non-deterministic parity automata, the Wadge hierarchy ofω-regular tree languages still highly remains a mystery.

J. Duparc ( & ) Logic, Automata and Games Lyon, 23-27 January 2017 97 / 97