Parity Games
Origin. Emerson and Jutla (1991). Two-player infinite games on graphs. Parity condition on infinite plays. Decides μ-calculus satisfiability. Positional strategies suffice.
Models. Game graph with priorities. Players Even and Odd. Infinite play: highest priority seen infinitely often determines winner. Even wins if this priority is even.
Formalism.
Parity game: G = (V, V₀, V₁, E, p) where:
- V = V₀ ⊎ V₁ (vertices partitioned by player)
- E ⊆ V × V (edges)
- p: V → {0, 1, ..., d} (priority function)
Play: π = v₀v₁v₂... infinite path. At vᵢ ∈ V₀: Even chooses next vertex. At vᵢ ∈ V₁: Odd chooses next vertex.
Winning condition: Inf(π) = priorities appearing infinitely often. Even wins iff max(Inf(π)) is even.
Strategy: σ: V* → V function choosing moves. Positional: σ: V → V depends only on current vertex.
Positional determinacy: Every parity game is determined. Winner has positional (memoryless) winning strategy.
Complexity: In NP ∩ co-NP. Quasipolynomial algorithms (2017). Polynomial: open problem.
μ-calculus connection: Model checking L_μ reduces to parity games. Alternation depth ↔ priority range.
Symbols.
| Symbol | Unicode | Name | Meaning |
|---|---|---|---|
| V₀, V₁ | — | Vertices | Player partitions |
| p | — | Priority | Parity function |
| Inf | — | Infinitely often | Recurring set |
| σ | U+03C3 | Strategy | Move function |
Metatheory. Positional determinacy. Quasipolynomial solvability. Fixed-point characterization. Zielonka's algorithm. Reduction from L_μ.
Applies to. Modal μ-calculus. Automata emptiness. LTL synthesis. Controller synthesis. Infinite games.
Limitations. Polynomial still open. Large games in practice. Priority representation. Extensions complex (e.g., imperfect information).
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