Selected Papers of the 14th International Symposium on Games, Automata, Logics, and Formal Verification (GandALF 2023)

Editors: Dario Della Monica and Antonis Achilleos


1. On the Descriptive Complexity of Groups without Abelian Normal Subgroups

Grochow, Joshua A. ; Levet, Michael.
In this paper, we explore the descriptive complexity theory of finite groups by examining the power of the second Ehrenfeucht--Fraïssé bijective pebble game in Hella's (Ann. Pure Appl. Log., 1989) hierarchy. This is a Spoiler--Duplicator game in which Spoiler can place up to two pebbles each round. While it trivially solves graph isomorphism, it may be nontrivial for finite groups, and other ternary relational structures. We first provide a novel generalization of Weisfeiler--Leman (WL) coloring, which we call 2-ary WL. We then show that 2-ary WL is equivalent to the second Ehrenfeucht--Fraïssé bijective pebble game in Hella's hierarchy. Our main result is that, in the pebble game characterization, only $O(1)$ pebbles and $O(1)$ rounds are sufficient to identify all groups without Abelian normal subgroups (a class of groups for which isomorphism testing is known to be in $\mathsf{P}$; Babai, Codenotti, & Qiao, ICALP 2012). We actually show that $7$ pebbles and $7$ rounds suffice. In particular, we show that within the first few rounds, Spoiler can force Duplicator to select an isomorphism between two such groups at each subsequent round. By Hella's results (ibid.), this is equivalent to saying that these groups are identified by formulas in first-order logic with generalized 2-ary quantifiers, using only $7$ variables and $7$ quantifier depth.

2. TSO Games -- On the decidability of safety games under the total store order semantics (extended LMCS version with appendix)

Spengler, Stephan ; Sil, Sanchari.
We consider an extension of the classical Total Store Order (TSO) semantics by expanding it to turn-based 2-player safety games. During her turn, a player can select any of the communicating processes and perform its next transition. We consider different formulations of the safety game problem depending on whether one player or both of them transfer messages from the process buffers to the shared memory. We give the complete decidability picture for all the possible alternatives.

3. The Church Synthesis Problem over Continuous Time

Rabinovich, Alexander ; Fattal, Daniel.
The Church Problem asks for the construction of a procedure which, given a logical specification A(I,O) between input omega-strings I and output omega-strings O, determines whether there exists an operator F that implements the specification in the sense that A(I, F(I)) holds for all inputs I. Buchi and Landweber provided a procedure to solve the Church problem for MSO specifications and operators computable by finite-state automata. We investigate a generalization of the Church synthesis problem to the continuous time domain of the non-negative reals. We show that in the continuous time domain there are phenomena which are very different from the canonical discrete time domain of the natural numbers.

4. FMplex: Exploring a Bridge between Fourier-Motzkin and Simplex

Nalbach, Jasper ; Promies, Valentin ; Ábrahám, Erika ; Kobialka, Paul.
In this paper we present a quantifier elimination method for conjunctions of linear real arithmetic constraints. Our algorithm is based on the Fourier-Motzkin variable elimination procedure, but by case splitting we are able to reduce the worst-case complexity from doubly to singly exponential. The adaption of the procedure for SMT solving has strong correspondence to the simplex algorithm, therefore we name it FMplex. Besides the theoretical foundations, we provide an experimental evaluation in the context of SMT solving. This is an extended version of the authors' work previously published at the fourteenth International Symposium on Games, Automata, Logics, and Formal Verification (GandALF 2023).

5. Alternating Quantifiers in Uniform One-Dimensional Fragments with an Excursion into Three-Variable Logic

Fiuk, Oskar ; Kieronski, Emanuel.
The uniform one-dimensional fragment of first-order logic was introduced a few years ago as a generalization of the two-variable fragment to contexts involving relations of arity greater than two. Quantifiers in this logic are used in blocks, each block consisting only of existential quantifiers or only of universal quantifiers. In this paper we consider the possibility of mixing both types of quantifiers in blocks. We show the finite (exponential) model property and NExpTime-completeness of the satisfiability problem for two restrictions of the resulting formalism: in the first we require that every block of quantifiers is either purely universal or ends with the existential quantifier, in the second we restrict the number of variables to three; in both equality is not allowed. We also extend the second variation to a rich subfragment of the three-variable fragment (without equality) that still has the finite model property and decidable, NExpTime-complete satisfiability.

6. On the Existence of Reactive Strategies Resilient to Delay

Fränzle, Martin ; Kröger, Paul ; Winter, Sarah ; Zimmermann, Martin.
We compare games under delayed control and delay games, two types of infinite games modelling asynchronicity in reactive synthesis. In games under delayed control both players suffer from partial informedness due to symmetrically delayed communication, while in delay games, the protagonist has to grant lookahead to the alter player. Our first main result, the interreducibility of the existence of sure winning strategies for the protagonist, allows to transfer known complexity results and bounds on the delay from delay games to games under delayed control, for which no such results had been known. We furthermore analyse existence of randomized strategies that win almost surely, where this correspondence between the two types of games breaks down. In this setting, some games surely won by the alter player in delay games can now be won almost surely by the protagonist in the corresponding game under delayed control, showing that it indeed makes a difference whether the protagonist has to grant lookahead or both players suffer from partial informedness. These results get even more pronounced when we finally address the quantitative goal of winning with a probability in $[0,1]$. We show that for any rational threshold $\theta \in [0,1]$ there is a game that can be won by the protagonist with exactly probability $\theta$ under delayed control, while being surely won by alter in the delay game setting. All these findings refine our original result that games under delayed control […]

7. An Objective Improvement Approach to Solving Discounted Payoff Games

Dell'Erba, Daniele ; Dumas, Arthur ; Schewe, Sven.
While discounted payoff games and classic games that reduce to them, like parity and mean-payoff games, are symmetric, their solutions are not. We have taken a fresh view on the properties that optimal solutions need to have, and devised a novel way to converge to them, which is entirely symmetric. We achieve this by building a constraint system that uses every edge to define an inequation, and update the objective function by taking a single outgoing edge for each vertex into account. These edges loosely represent strategies of both players, where the objective function intuitively asks to make the inequation to these edges sharp. In fact, where they are not sharp, there is an `error' represented by the difference between the two sides of the inequation, which is 0 where the inequation is sharp. Hence, the objective is to minimise the sum of these errors. For co-optimal strategies, and only for them, it can be achieved that all selected inequations are sharp or, equivalently, that the sum of these errors is zero. While no co-optimal strategies have been found, we step-wise improve the error by improving the solution for a given objective function or by improving the objective function for a given solution. This also challenges the gospel that methods for solving payoff games are either based on strategy improvement or on value iteration.