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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A Note on the Approximation of Mean-Payoff Games</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Raffaella Gentilini</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Perugia</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>We consider the problem of designing approximation schemes for the values of mean-payoff games. It was recently shown that (1) mean-payoff with rational weights scaled on [ 1; 1] admit additive fully-polynomial approximation schemes, and (2) mean-payoff games with positive weights admit relative fully-polynomial approximation schemes. We show that the problem of designing additive/relative approximation schemes for general mean-payoff games (i.e. with no constraint on their edge-weights) is P-time equivalent to determining their exact solution.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1 Introduction</title>
      <p>Two-player mean-payoff games are played on weighted graphs1 with two types of
vertices: in player-0 vertices, player 0 chooses the successor vertex from the set of outgoing
edges; in player-1 vertices, player 1 chooses the successor vertex from the set of
outgoing edges. The game results in an infinite path through the graph. The long-run average
of the edge-weights along this path, called the value of the play, is won by player 0 and
lost by player 1.</p>
      <p>The decision problem for mean-payoff games asks, given a vertex v and a threshold
2 Q, if player 0 has a strategy to win a value at least when the game starts in v.
The value problem consists in computing the maximal (rational) value that player 0 can
achieve from each vertex v of the game. The associated (optimal) strategy synthesis
problem is to construct a strategy for player 0 that secures the maximal value.</p>
      <p>
        Mean-payoff games have been first studied by Ehrenfeucht and Mycielski in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ],
where it is shown that memoryless (or positional) strategies suffice to achieve the
optimal value. This result entails that the decision problem for these games lies in NP
\ coNP [
        <xref ref-type="bibr" rid="ref18 ref2">2, 18</xref>
        ], and it was later shown to belong to2 UP \ coUP [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Despite many
efforts [
        <xref ref-type="bibr" rid="ref12 ref13 ref18 ref19 ref20 ref5 ref6 ref9">19, 18, 13, 5, 6, 20, 9, 12</xref>
        ], no polynomial-time algorithm for the mean-payoff
game problems is known so far.
      </p>
      <p>
        Beside such a theoretically engaging complexity status, mean-payoff games have
plenty of applications, especially in the synthesis, analysis and verification of reactive
(non-terminating) systems. Many natural models of such systems include quantitative
information, and the corresponding question requires the solution of quantitative games,
like mean-payoff games. Concrete examples of applications include various kinds of
scheduling, finite-window online string matching, or more generally, analysis of online
problems and algorithms, as well as selection with limited storage [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. Mean-payoff
games can even be used for solving the max-plus algebra Ax = Bx problem, which in
1 in which every edge has a positive/negative (rational) weight
2 The complexity class UP is the class of problems recognizable by unambiguous polynomial
time nondeterministic Turing machines [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. Obviously P UP \ coUP NP \ coNP.
Algorithms
[
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]
[
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]
[
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]
[
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]
      </p>
      <p>Decision Problem
O(jE j jV j W )
(jE j jV j2</p>
      <p>W )
O(jE j jV j 2 jV j)</p>
      <p>Value Problem</p>
      <sec id="sec-1-1">
        <title>O(jEj jV j2 W (logjV j + logW ))</title>
        <p>(jEj jV j3 W )</p>
      </sec>
      <sec id="sec-1-2">
        <title>O(jEj jV j 2 jV j logW )</title>
        <p>
          Note
Deterministic
Deterministic
Deterministic
min(O(jE j jV j2 W ); min(O(jEj jV j3 W (logV + logW )); Randomized
2 O(pjV j logjV j) logW ) 2 O(pjV j logjV j) logW )
turn has further applications [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. Beside their applicability to the modeling of
quantitative problems, mean-payoff games have tight connections with important problems in
game theory and logic. For instance, parity games [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ] and the model-checking problem
for the modal mu-calculus [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] are poly-time reducible to mean-payoff games [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ], and
it is a long-standing open question to know whether these problems are in P.
        </p>
        <p>
          Table 1 summarize the complexity of the main algorithms for solving mean-payoff
games in the literature. In particular, all deterministic algorithms for mean-payoff games
are either pseudopolynomial (i.e., polynomial in the number of vertices jV j, the number
of edges jEj, and the maximal absolute weight W , rather than in the binary
representation of W ) or exponential [
          <xref ref-type="bibr" rid="ref12 ref13 ref17 ref18 ref19 ref20">19, 18, 13, 12, 20, 17</xref>
          ]. The works in [
          <xref ref-type="bibr" rid="ref3 ref9">9, 3</xref>
          ] define a
randomized algorithm which is both subexponential and pseudopolynomial. Recently, the
authors of [
          <xref ref-type="bibr" rid="ref15 ref4">15, 4</xref>
          ] show that the pseudopolynomial procedures in [
          <xref ref-type="bibr" rid="ref12 ref13 ref18">18, 13, 12</xref>
          ] can be used
to design (fully) polynomial value approximation schemes for certain classes of
meanpayoff games: namely, mean-payoff games with positive (integer) weights or rational
weights with absolute value less or equal to 1. In this paper, we consider the problem
of extending such positive approximation results for general mean-payoff games, i.e.
mean-payoff games with weights arbitrary shifted/scaled on the line of rational
numbers.
2
        </p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>Preliminaries and Definitions</title>
      <p>Game graphs A game graph is a tuple = (V; E; w; hV0; V1i) where G = (V; E; w)
is a weighted graph and hV0; V1i is a partition of V into the set V0 of player-0 vertices
and the set V1 of player-1 vertices. An infinite game on is played for infinitely many
rounds by two players moving a pebble along the edges of the weighted graph G . In
the first round, the pebble is on some vertex v 2 V . In each round, if the pebble is on
a vertex v 2 Vi (i = 0; 1), then player i chooses an edge (v; v0) 2 E and the next
round starts with the pebble on v0. A play in the game graph is an infinite sequence
p = v0v1 : : : vn : : : such that (vi; vi+1) 2 E for all i 0. A strategy for player i
(i = 0; 1) is a function : V Vi ! V , such that for all finite paths v0v1 : : : vn with
vn 2 Vi, we have (vn; (v0v1 : : : vn)) 2 E. A strategy-profile is a pair of strategies
h 0; 1i, where 0 (resp. 1) is a strategy for player 0 (resp. player 1). We denote by
i (i = 0; 1) the set of strategies for player i. A strategy for player i is memoryless
if (p) = (p0) for all sequences p = v0v1 : : : vn and p0 = v00v10 : : : vm0 such that
vn = vm0. We denote by iM the set of memoryless strategies of player i. A play
v0v1 : : : vn : : : is consistent with a strategy for player i if vj+1 = (v0v1 : : : vj ) for
all positions j 0 such that vj 2 Vi. Given an initial vertex v 2 V , the outcome of
the strategy profile h 0; 1i in v is the (unique) play outcome (v; 0; 1) that starts in
v and is consistent with both 0 and 1. Given a memoryless strategy i for player i
in the game , we denote by G ( i) = (V; E i ; w) the weighted graph obtained by
removing from G all edges (v; v0) such that v 2 Vi and v0 6= i(v).</p>
      <p>
        Mean-Payoff Games A mean-payoff game (MPG) [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] is an infinite game played on
a game graph where player 0 wins a payoff value defined as the long-run average
weights of the play, while player 1 loses that value. Formally, the payoff value of a play
v0v1 : : : vn : : : in is
      </p>
      <p>MP(v0v1 : : : vn : : : ) = lim inf
n!1
n
1 nX1 w(vi; vi+1):
i=0</p>
      <sec id="sec-2-1">
        <title>The value secured by a strategy 0 2</title>
        <p>0 in a vertex v is
val 0 (v) = inf
12 1</p>
        <p>MP(outcome (v; 0; 1))
and the (optimal) value of a vertex v in a mean-payoff game
is
val (v) = sup inf
02 0 12 1</p>
        <p>
          MP(outcome (v; 0; 1)):
We say that 0 is optimal if val 0 (v) = val (v) for all v 2 V . Secured value and
optimality are defined analogously for strategies of player 1. Ehrenfeucht and Mycielski [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]
show that mean-payoff games are memoryless determined, i.e., memoryless strategies
are sufficient for optimality and the optimal (maximum) value that player 0 can secure
is equal to the optimal (minimum) value that player 1 can achieve.
        </p>
        <p>
          Theorem 1 ([
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]). For all MPG
have
        </p>
        <p>= (V; E; w; hV0; V1i) and for all vertices v 2 V , we
and there exist two memoryless strategies 0 2
0M and 1 2</p>
        <p>
          1M such that
val (v) = val 0 (v) = val 1 (v):
Moreover, uniform optimal strategies exist for both players, i.e. there exists a strategy
profile h 0; 1i that can be used to secure the optimal value independently of the initial
vertex [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. Such a strategy profile is said the optimal strategy profile.
        </p>
        <p>
          The following lemma characterizes the shape of MPG values in a MPG =
(V; E; w; hV0; V1i) with integer weights in f W; : : : ; W g. Note that solving MPG with
rational weights is P-time reducible to solving MPG with integer weights [
          <xref ref-type="bibr" rid="ref18 ref20">20, 18</xref>
          ].
Lemma 1 ([
          <xref ref-type="bibr" rid="ref1 ref20">1, 20</xref>
          ]). Let
        </p>
        <p>= (V; E; w; hV0; V1i) be a MPG with integer weights and
lreattiWona=l nmu maxb(evr;vnd0)2sEucjwh(thva;tv10)j. For each vertex v 2 V , the optimal value val (v) is a
d jV j and jnj d W .</p>
        <p>
          We consider the following three classical problems [
          <xref ref-type="bibr" rid="ref18 ref9">18, 9</xref>
          ] for a MPG
= (V; E; w; hV0; V1i):
1. Decision Problem. Given a threshold 2 Q and a vertex v 2 V , decide if val (v)
.
2. Value Problem. Compute for each vertex v 2 V the value val (v).
3. (Optimal) Strategy Problem . Given an MPG , compute an (optimal) strategy
profile for .
        </p>
        <p>Approximate Solutions for MPG
Dealing with approximate MPG solutions, we can take into consideration either
absolute or relative error measures, and define the notions of additive and relative MPG
approximate value.</p>
        <p>Definition 1 (MPG additive "-value). Let
v 2 V and consider "
only if:
= (V; E; w; hV0; V1i) be a MPG, let
0. The value vfal 2 Q is said an additive "-value on v if and
Definition 2 (MPG relative "-value). Let
V and consider "
= (V; E; w; hV0; V1i) be a MPG, let v 2
0. The value vfal 2 Q is said a relative "-value on v if and only if:
jvfal
Note that additive MPG "-values are shift-invariant. More precisely, if vfal is an additive
approximate "-value on the vertex v in = (V; E; w; hV0; V1i), then vfal + k is an
additive approximate "-value in the MPG 0 = (V; E; w + k; hV0; V1i), where all the
weights are shifted by k. On the contrary, additive MPG "-values are not scale-invariant.
In fact, if vfal is a relative "-value for v in the MPG = (V; E; w; hV0; V1i), then k vfal
is a relative " k-value for v in the MPG 0 = (V; E; w k; hV0; V1i), where all the
weights are multiplied by k. In other words, the additive error on is amplified by a
factor k in the scaled version of the game, 0. Conversely, relative MPG "-values are
scale invariant but not shift invariant.</p>
        <p>The notions of (fully) polynomial approximation schemes w.r.t relative and additive
errors are formally defined below.</p>
        <p>Definition 3 (MPG Fully Polynomial Time Approximation Scheme (FPTAS)). An
additive (resp. relative) fully polynomial approximation scheme for the MPG =
(V; E; w; hV0; V1i) is an algorithm A such that for all " &gt; 0, A computes an additive
(resp. relative) "-value in time polynomial w.r.t. the size3 of and 1" .</p>
        <p>Definition 4 (MPG Polynomial Time Approximation Scheme (PTAS)). An additive
(resp. relative) polynomial approximation scheme for the MPG = (V; E; w; hV0; V1i)
is an algorithm A such that for all " &gt; 0, A computes an additive (resp. relative)
"value in time polynomial w.r.t. the size of .
3 Given = (V; E; w; hV0; V1i), size( ) = jEj + jV j + log(W ), where W is the maximum
(absolute value) of a weight in .</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Mean-Payoff Games and Additive Approximation Schemes</title>
      <p>
        Recently, [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] provides an additive fully polynomial scheme for the MPG value
problem on graphs with rational weights in the interval [ 1; +1]. A natural question is
whether we could efficiently approximate the value in MPG with no restrictions on
the weights. The next theorem shows that a generalization of the positive
approximation result in [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] on MPG with arbitrary (rational) weights would indeed provide a
polynomial time exact solution to the MPG value problem.
      </p>
      <p>Theorem 2. The MPG value problem does not admit an additive FPTAS, unless it is in
P.</p>
      <p>Proof. We start to consider the MPG problem on graphs with integer weights. Assume
that the MPG value problem on graphs with integer weights admits an additive FPTAS.
Given a MPG = (V; E; w; hV0; V1i) and a vertex v 2 V , let jV j = n and " =
1
2n(n 1) . Then, our FPTAS computes an additive "-value vfal on v in time polynomial
w.r.t. n. By Lemma 1, val (v) is a rational number with denominator d such that 1
d n. Two rationals with denominator d for which 1 d n have distance at least
n(n1 1) . Hence, there is a unique rational with denominator d, 1 d n, within the
interval I = fq 2 Q j vfal "
q</p>
      <p>
        1
vfal + "g, where " = 2n(n 1) . Such unique rational
is val (v) and can be easily found in time logarithmic w.r.t. n [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. Thus, we have an
algorithm A to solve the value problem on in time polynomial w.r.t. n. The MPG
problem on graphs with rational weights can be reduced in polynomial time (w.r.t. the
size of ) to the MPG on graphs with integer weights by simply resizing the weights
in the original graph [
        <xref ref-type="bibr" rid="ref12 ref20">20, 12</xref>
        ].
tu
In view of the proof of the above theorem, we could still hope to obtain some positive
approximation results for general (i.e. arbitrarly scaled) MPG by considering weaker
notion of approximations with respect to FPTAS. Unfortunately, the next lemma shows
that the following is sufficient to show that the MPG value problem is in P: determining
in time polynomial w.r.t. the size of a given MPG a k-approximate value of v, where
v 2 V and k is an arbitrary constant.
      </p>
      <p>Theorem 3. For any constant k: If the problem of computing an additive k-approximate
MPG value can be solved in polynomial time (w.r.t. the size of the input MPG), then
the MPG value problem belongs to P.</p>
      <p>Proof. We start to consider MPG with integer weights. Let v be a vertex in the MPG
= (V; E; w : E 7! [ W; W ]; hV0; V1i) and denote jV j = n. If 2k + 1 &gt; (n 2)!,
then the problem of determining val (v) can be solved in time O(kk) = O(1) by
simply enumerating all the strategies available to the players.</p>
      <p>Otherwise, assume 2k +1 (n 2)!. Consider the game 0 = (V; E; w0; hV0; V1i),
where 8e 2 E : w0(e) = w(e) n!. By hypothesis, there is an algorithm A that
computes a k-approximate value vfal for v on 0 in time T polynomial w.r.t. the size
of 0. Since log(W n!) = O(n log(n) + log(W )), T is also polynomial w.r.t.
the size of . By construction, val 0 (v) is an integer. There are at most 2k + 1
integers in the interval [vfal</p>
      <p>k; vfal + k], thus we have at most 2k + 1 candidates
f bvfanl ! kc ; : : : ; bgvanl +!kc g for val (v). Moreover, those candidates lie in an interval of
length L 2kn+! 1 (nn!2)! = n (n1 1) . The minimum distance between two possible
candidates for val (v) is n (n1 1) .</p>
      <p>
        The exact value val (v) is thus the unique rational number with denominator of
size at most n that lies in the interval [ bvfal kc ; bgval+kc ] and can be easily found in time
n! n!
logarithmic w.r.t. n [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
      </p>
      <p>
        The MPG problem on graphs with rational weights can be reduced in polynomial
time (w.r.t. the size of ) to the MPG on graphs with integer weights by simply resizing
the weights in the original graph [
        <xref ref-type="bibr" rid="ref12 ref20">20, 12</xref>
        ].
tu
A direct consequence of Theorem 3 is that the MPG value problem does not admit
a PTAS, unless it is in P. More precisely, Theorem 2 and Theorem 3 entail a result
of P-time equivalence between the exact MPG value problem and the three classes of
approximations listed in Corollary 1.
      </p>
      <p>Corollary 1. The following problems are P-time equivalent:
1. Solving the MPG value problem.
2. Determining an additive FPTAS for the MPG value problem.
3. Determining an additive PTAS for the MPG value problem.
4. Computing an additive k-approximate MPG value in polynomial time, for any
constant k.
4</p>
    </sec>
    <sec id="sec-4">
      <title>Mean-Payoff Games and Relative Approximation Schemes</title>
      <p>
        In the recent work in [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], the authors consider the design approximation schemes for
the MPG value problem based on the relative–rather than absolute–error. In particular,
they provide a relative FPTAS for the MPG value problem on graphs with nonnegative
weights. Note that negative weights are necessary to encode parity games and the
calculus model checking into MPG games [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. The following theorem considers the
problem of designing (fully) polynomial approximation schemes for the MPG value
problem on graphs with arbitrary (positive and negative) rational weights. It shows that
solving such a problem would indeed provide an exact solution to the MPG value
problem, computable in time polynomial w.r.t. the size of the MPG.
      </p>
      <p>Theorem 4. The MPG value problem does not admit a relative PTAS, unless it is in P.
Proof. Let = (V; E; p; hV0; V1i) be a MPG, let v 2 V . Assume that MPG admit a
relative PTAS and consider " = 21 . Our assumption entails that we have an algorithm
A that computes a relative 12 -value vfal for v in time polynomial w.r.t. the size of .
We show that vfal 0 if and only if val (v) 0. In other words, we show that the
MPG decision problem is PTIME reducible to the computation of a relative 12 -value.
By definition of relative "-value, for " = 12 , we have:
jvfal
jval (v)j
val (v)j
1
2
(1)</p>
      <p>We have four cases to consider:
1. In the first case, assume that vfal val (v) 0 and vfal
suppose val (v) &lt; 0. Then, Disequation implies:
0. By contradiction,
vfal
vfal
val (v)
1
2 jval (v)j
val (v) + 12 jval (v)j &lt; 0
)
that contradicts our hypothesis.
2. In the second case, assume that vfal val (v)</p>
      <p>val (v). that contradicts our hypothesis.
3. In the third case, assume that vfal val (v) &lt; 0 and vfal &lt; 0. By contradiction,
suppose val (v) &gt; 0. Then, Disequation implies:
0 and vfal &lt; 0. Then, 0 &gt; vfal
val (v)
vfal</p>
      <p>vfal
val (v)
1
2 jval (v)j
1
2 jval (v)j
0
)
that contradicts our hypothesis.
vfal</p>
      <p>0.</p>
      <sec id="sec-4-1">
        <title>4. The last case to consider is: vfal</title>
        <p>
          val (v) &lt; 0 and vfal
0. Then, val (v) &gt;
Provided a P-time algorithm for deciding whether val (v) 0, a dichotomic search
can be used to determine val (v) in time polynomial w.r.t. the size of [
          <xref ref-type="bibr" rid="ref12 ref20">12, 20</xref>
          ].
tu
As a direct consequence of Theorem 4 we obtain the following result of P-time
equivalence involving the computation of MPG exact and approximate solutions.
Corollary 2. The following problems are P-time equivalent:
1. Solving the MPG value problem.
2. Determining a relative FPTAS for the MPG value problem.
3. Determining a relative PTAS for the MPG value problem.
        </p>
      </sec>
    </sec>
  </body>
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